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i^overing inTeraciive m iviuiiimeaia Enxeriainmani 


COMPUTER 




The # 7 Computer Gome Magazine 



S3.95 USA $4.95 Canadian 

II II II 


o' ' 29074 12158 9 ' 


March 1994 
Number 1 16 


The Latest 
From Vegas 

A Report From CES 


PLUS 

Star Trek Judgme%tMfesi 
Gabriel KniglMj I 
Cyber Race 

And More] ' / nn 






Spear of Destiny brings virtuai reaiity to 
the PC, huriing you into an intense battie 
between good and evii in which oniy you 
can save the worid! A breathtaking 
musicai soundtrack sets the mood, white 
amazing "first person" visuat perspec- 
tive and spectacuiar digital stereo sound 
effects give an experience like no other 
game you’ve ever played! 


e spectacular VGA virtual reality system 
9 breathtaking musical soundtrack for 
Adlib, Sound Blaster 
s digitized stereo sound effects for 
Sound Blaster, Sound Source 
s over 20 complete floors to cover 
e 4 levels of play difficuify 
9 special extra challenges for advanced 
game players 

91 saves multiple games in process 


Game by id Software. Published by FormGen Corporatioe, Box 279, North Aodouer, MA, USA, 01845-0279 (800)263-2390 

Circle Reader Service #55 


Fax: (416)057-4531 


like no game 
visual action, is 

game making 
of perspective and 
evoking such 
cal responses from 




► BIAS! THE 
ENDOSKEIETONS! 


ESCAPE MOOD'S 


HELICOPTER AHACK! 


Distributed by UitraTech 


To order see your local retailer, or coll 1-800-447-6543 (MC/VISA/AMEX). 
T2-The Arcacfe Gome is available for IBAA/Tandy & 100% compatible PCs. 


ENDOSKELETON and Dspiction of ENDOSKELETON ore Irodemotks of (orob Piclures Int. (U.S. ond Conodo); Carolco Inleinotionol N.V. (Alt Olfier Couniries) and used under Duthoiiiolion, 
Sublicensed by Midway Monufactuiing Compony from Accloim Enlerloinment, Int. © 1991 MIdwoy Monufotluring Company. Disiribvied under license from Attloim Enlertainmeni, Int. by UllTaTech. 


Circle Reader Service #62 




COMPUTER 

GAHillVG WORLD 


Features 



Kingmaker pg. 150 



Star Trek pg. 42 



DOOM pg. 38 


w 





, But uhat about uhat lias on tha 
. other sida? People believe If you 
'can control the black hole, you 
can control the galaxy. 


18 

32 

38 

42 

44 

48 

54 

62 

74 

78 

82 

90 

96 

102 

106 

no 

114 

118 

128 


Hits And Misses 

At The Winter Consumer Electronics Show 

Sierra’s Gabriel Knight 
A Knight in Shining Horror 
by Charles Ardai 

DOOM, DOOM, DOOM, DOOOOOM! 
id Software’s Symphony Of Violence 
by Bryan Walker 

These Are The Voyages... 

Interplay's Star Trek: Judgment Rites Seeks Out New Life 
by Allen Greenberg 

Book ’em, Daryl! 

□aryl Gates And Sierra Hit The Streets In Police Quest: Open Season 
by Dennis Owens 

A Photon Finish 

CyberDreams And Syd Mead Team Up in CyberRace 
Games In Dolby Sound 

A Pop Star Tunes His Talent To Computer Games 

Archon Lives! 

SSI Resurrects A Classic 
by Terry Lee Coleman 

An Heir In Your Favor 

OOP's Strategy Game, Heir To The Throne 

C.H.A.O.S. Under Control 

Creative Multimedia Takes Sci-Fi To The Macs 

Technicolor Yawn 

Disney’s Coaster Throws Gamers For A Loop 
T2 vs. Darth Vader 

Two Chess Games With Licenses To Kill 
Revolution Redux 

The Yanks Are At It Again in Syndicate: American Revolt 
by Jeff James 

Merit’s Kronolog: The Nazi Paradox 
Eco-Nazis Goosestepping In Garbage 
by Charles Ardai 

Flight Of The Crystalline Cow 

Casady & Greene’s Crystal Crazy Milks Macs For All Their Worth 

Terminate Or Be Terminated 

Man vs. Machine In Bethesda’s Terminator: Rampage 

Tips For The Genetically Challenged 

Fighting & Fornicating Strategies For UnNatural Selection 

by H.E. Dille 

Aces Over The Amiga 

Fighter Duel Pro From Jaeger Software 

Kids & Computers 

Software That’s Kid Tested, Parent Approved 


CyberRace pg. 48 






Prepare for Kombat on your PC! 


Experience all the action 


sensation! 


FREE 

Mortal Kombot ' Tut 
in every box. 


entertainment, inc. 
Distributed by UlfraTech 


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Mortal Komb ot is av ailable for the Amiga and IBM/Tandy & 100% compatibie PCs. 


Mortal Kombot 


D 1992 b'censed from Midway Moiwfocturing Compony. All rights reserved, Distributed under license from Atcloim Entertainment, Inc. by UftroTech (21 2) 941-1 224. 
Q‘rc/e Reader Service #6 1 



COIVIPUTER 

EAIVIIIVIG WORLD 

Publisher 
Russell Sipe 
Associate Publisher 
Jonathan Lane 
Editor-in-Chief 
Johnny Wilson 
Editor 

Chris Lombardi 
On-Line Editor 
Alan Emrich 
Managing Editor 
Ken Brown 
Technical Editor 
Mike Weksler 
Assistant Editors 
Chuck Miller 
Terry Coleman 
Art Director 
Susan Zurawik 
Graphic Artist 
Jack Rodrigues 
Production Assistant 
Christine Kloss 
M.I.S. Manager 
Gene Allen 
Advertising Manager 
Lee J. Uniacke 
Advertising Sales Coordinator 
Kathy Garcia 
Contributing Editor 
(Adventure Games) 

Scorpia 
Contributing Editor 
(Wargames) 

Evan Brooks 

Coments are copyrighted by Ziff-Da\is Publishing Co.. 
1994. 

Subscription Rale: The subscription rate is $27.94 for a 
one year subscription ( 1 2 issues). Canada and all oilier 
countries add $l 1.00 for postage. Airmail subscriptions 
are $78.00 per year. Canadian GST registration number 
is R 123669673. Payment must be inU.S. dollars made 
by check or money order drawn upon a U.S. bank. Visa, 
MasterCard, AMEX accepted. 

Subscription Services: For subscription service 
questions, address change.s or ordering information, call 
toll free (800) 827-44.60 within the U.S. and Canada. All 
other countries call (303) 447-9330 or fax to (303) 
443-5080 (international subscribers only) or write to 
Computer Gaming World: P.O. Box 57167, Boulder. CO 
80322-7167. 

Back Issues; For back issues (subject to availability), 
S6.00 per issue (S8.00 outside the U.S.), send check, 
money order or credit card information to Back Issues 
Dept., Ziff-Davis Publishing Co., P.O. Box 53131, 
Boulder, CO 80322-3131. 

Psalms 9:1-2 

CompuServe (76703,622) 

America On-Line: CGW 
Prodigy: EXPT40B 
GEnie: CGW 

Internet: 76703.622@compuservc.com 
Telephone: (714) 283-3000 
Fax: (714) 283-3444 

For advertising information only, call: 
Lee J. Uniacke 
(714) 283-3000 x41 

Printed in the U.S.A. 


1 42 Bridge Over Troubled Bidders 

Readysoft’s Positronic Bridge 

Computer Wargaming World 

150 Sneak Preview; Computer Kingmaker 
Avalon Hill Gives You Your Day In Court 
by Johnny L, Wilson 

1 56 New Weapons In The Arsenal 

Arsenal Publishing Prepares Its Landing On Wargaming Beaches 
by M. Evan Brooks 

160 Impressions’ Finest Hour? 

WW2 Air Force Commander Comes In Under The Radar 
by Bob Proctor 



1 63 The General And The Joystick 

Empire's Campaign li Blends Action And Strategic Command 
by M. Evan Brooks 

168 Able Was I Ere I Saw Elba 

Napoleon Returns In Scenario Disks For Batties Of Napoleon 
by Terry Lee Coleman 


laL 


Shou structure oF group 








Campaign II pg. 

163 


Departments 

10 

Editorial (Do Gamers Grow Up?) 

1 38 Best Of The Rest (Shareware) 

14 

READ.ME (The News That Fit) 

1 48 CWW Editorial (CES From The 

68 

Company Report (Villa Crespo) 

T reaches) 

70 

Scorpia’s View (Companions of 

174 Taking A Peek 


Xanth) 

181 Hall of Fame 

86 

The Scorpion’s Tale (Sam & Max) 

182 Top 100 Games 

98 

Over There (From Europe With 

184 What’s Hot? 


Love) 

185 Patch File 

122 

Letters To The Editor 

186 The Rumor Bag (Celticus 

131 

Advertisers’ Index 

Leprechaunus) 





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C'-EAFi'Y, solTlExHinG H^s hir: C0W, 

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Y© U GOT A VILLAGE. 

Fardis. Huts. KniCHTS. People to 
BOSS AROUUD. AhD A COW. 

LiFE is GOOD. But theii you get these viSiTORS. 

They're Fat. They drooi.. burp, ahd s m e l l like ah 
OUTHOUSE. They coilie in hordes, eatihc your 3D 
T E XTU R E - m A P P E D HUTS, TREES, WOlTlEn, CHiLDREH, AHD 
WORST OF ALI, , YOUR COW. YoU TRY TO TRASH THEITl 

WiTH YOUR SWORD, BUT iT Ain’T EASY, 
AHD THEiR GUTS GET ALL OVER YOU. 

Life starts to suck. You've iret 
"The Horde", itiy FRiEiiD. An ORicinAL gaire wiTH CD-quality lIve 
ACT iOn ViDEO, DiCiTiZED IRLiSiC AHD DiSGUSTiUG EATIHG SOUnDS. AhD A 
CAST OF ACTORS WHO CAFl ACTUALLY ACT; LiKE 
KiRK Caireroh afid rtliCHAEL Gregory. 

You BUiLD WALLS, IROATS, AHD DEATH 
■ piTs. Add YOU hIre ah archer to help feud their off. AcAin the 

o 

Eura Horde attacks. You save the cow, but they eat your hut, your 











C0Rn CROP, AHD THAT GIRL 11 EXT DOOR YOU HAD YOUR EYE On. 

Dow LiFE REALLY SUCKS. AhD iT Ain’T ABOUT 
TO GET AIIY EASiER. ThE EViL HORDLinCS 
GROW BiGGER, FASTER, EVEH SfllARTER. 

(Ano YOU haveh’t eveh iret the Evil Chahcellor yet.) 

Dear reader, we pray you’re the sort who lea r ns 
OuiCKLY. 'Cause thIs stuff's 


CRYSTAL DYNAMICS" 


HAPPEninG on 32 BiTS. EnjoY, rtiY frierd. Add good luck. 

Circle Reader Service #44 


IBM' PC 

PC-CD 

£> 3 DO 








Do Gamers Grow Op? 

Johnny L. Wilson 


T he title is more than a rhetorical ques- 
tion with disparaging overtones; it is 
a serious question that reflects upon 
the potential for the expansion and survival 
of interactive entertainment. Many compa- 
nies in the hardware, soitware and maga/.ine 
fields are building their future on the assump- 
tion that the gaming world is maturing. I'he 
decisions made by thc.se companies will have 
significant impact upon the number of titles 
available on given platforms, the subject mat- 
ter of these titles, and even the way in which 
these titles will be distributed. 

Hardware manufacturers are making re- 
search and development expenditures based 
on the assumption that maturing gamers will 
demand greater performance. There is at least 
one historical example to support this. When 
Sega offered a l6-bit game cartridge that 
outperformed the existing 8-bit machines, 
the company began to overtake and has 
quickly overtaken Nintendo in the video 
game market. At the .same time, the average 
age of the video game customer began to edge 
slightly upward. 

Sega customers regularly point out how 
superior their machines are to Nintendo, and 
how much more realistic their graphics arc 
compared to even Super Nintendo graphics. 
Obviously, for those of us who are concerned 
about the impact of “realistic” violence and 
bloodshed with no accountability for the 
player’s actions, the increa.sed performance of 
the machines is a two-edged sword. Noncthc- 
le.ss, it is a reality that Mortal Kombat ^hyevs. 
who own the Sega Genesis machine laugh at 
Nintendo’s color palette solution (changing 
the blood from red to wliitc and calling it spit 
or .sweat) for the SNES version. The issue is 
one of perceived maturity, even if the grounds 
for the perception is somewhat specious. 

Let me set forth a hypothesis based on this 
limited anecdotal evidence. Younger gamers 
are willing to suspend their disbelief at a lower 
graphic, sound and performance level than 
older gamers. The corollary to this hypothesis 
would follow: the clo.ser the presentation of 
graphics, .sound and movement are to reality, 
the more the game should appeal to older 
gamers. Like most generalities, this hypothe- 


sis is not provable. We could claim that as the 
images used in flight simulators became more 
and more realistic, the target audience grew 
older. Of course, we would be overlooking 
the fact that time was passing as those of us 
who play computer games grew older in gen- 
eral and technology made po.ssible the leaps 
in graphics and performance. 

We could then try to shore up the hypothe- 
sis with the realization that multimedia — that 
muddy term for the electronic dissemination 
of sound and pictures together — had barely 
begun to scratch the surface in its distribution 
of photo-realistic pictures and digitized video 
until the pornographic Cl) market began to 
take off. Suddenly, individuals who had al- 
ways written off computer entertainment 
products as “just for kids” are beginning to 
pay attention as the products present images 
that arc more and more “realistic.” 

What does this mean to the gamer? First, it 
means that a horde of people who never 
thought about playing computer games may 
decide to give them a try. Many are not 
“gamers” and do not have the same precon- 
ceptions of play that tho,se of us who “pio- 
neered” the genre possess. More has to be 
spelled out to these customers, and they arc 
less willing to put up with tough puzzles and 
archaic gaming conventions. They are more 
interested in the chrome of pre.scntation and 
less in the “guts” of the game. 

Second, it means that the subject matter for 
games will be broadened to cover the limits 
of human interaction, just as it has in art, 
comics, literature, film, radio and television. 
As the subject matter of games touches upon 
the areas where art imitates life and presents 
such subjects with increasing realism, we can 
expect the self-imposed moral policement of 
this world — on both extremes of the political 
spectrum — to protest that software publish- 
ers are trying to corrupt our children. An 
informative ratings .system will ameliorate 
some of these concerns, but not ail. 

indeed, this broadening of subject matter 
also means that magazines which care about 
the sensibilities of their readership will have 
toLigher and tougher calls about what ads to 
run and in what fashion. It will require the 


proverbial wisdom of Solomon to decide be- 
tween what is gratuitous and exploitative and 
what is insightful and productive. Indeed, 
Solomon himself appears to have had trouble 
applying divine wisdom to his sexual life. We 
arc facing the difficulty of divining between 
the .sexploitivc and merely provocative, and 
are working on a reasonable policy to sift 
through ads and reviews in such a way that 
we can serve all of our readers without pan- 
dering to the oversensitive. Our sister Ziff- 
Davis publications are undergoing something 
of the same rethinking of their policies. Nei- 
ther our readers nor our-advertisers will al- 
ways agree with our reasoning or decisions, 
but we are definitely aware of the issues and 
working toward solutions that work for our 
magazine. 

'fhird, it means that there will be greater 
overlap between the computers without key- 
boards and the hot rod computer rigs chosen 
by the majority of our readers. There will be 
(light simulations where the interface care- 
fully follows rules discovered in the cartridge 
world in an attempt to bring the high-end 
cartridge gamers (and sometimes the better 
games) into the personal computer world, as 
well as flight simulations where the high-end 
characteristics arc streamlined down to the 
consoles in a logical fashion, In this way, the 
worlds of video game and computer enter- 
tainment will come even closer together. 

This convergence, however, will not be an 
all-consuming merger between video games, 
computer entertainment and cable TV. In- 
stead, we will see a proliferation of imitation, 
cro.s.s-promotion, technology-linking and 
demographic crossover. In the long run, we 
think this means a larger universe of gamers 
and more variety in games and game styles. 
In the short run, it may mean a string of big 
“Me, too!” failures that do not meet the needs 
of hard-core gamers. In spite of the concerns, 
we at CGU^are bullish on computer enter- 
tainment and feel that we are poised on the 
brink of a revolution. Whether it takes a few 
years or a decade to create the “new order,” 
we’ll be here to cover the maturation of the 
computer game market, cgw 


Pti^c 10 


Compuler Gaining Work! 


BUY THE BEST OF '93* 

And get the best of '91 & '92 

*As Chosen by Computer Gaming World & PC Games 



TRILOGY 


WIZARDRY V, VI 6 VII 

Winner of 

WIZARDRY, the game that pioneered first-person perspective & defined computer role-playing for more than a decade. 

Now, the award-winning WIZARDRY V, VI & VII are available in 1 complete package, at 1 incredible price. Three best selling games, 
with over 500 hours of engaging,replayable odventure, come to you with a savings of 25% off individual suggested retail prices. 

:rus 

Redefining role-pl/cying for an entire industry 


1992 Fantasy Role-Playing Game of the Year 
PC Games 

1992 Role-Ploying Game of the Year 
Strategy Plus Magazine 


Paving the way for the SYsnins of the future 
1991 Best Gome ef the Year 
Strategy Plus Magazine 
1 991 Best Role-Ploying Game of the Yeor 
Strategy Plus Magazine 
1991 Top Role-Plnying Gome, April 1991 
Computer Gaming Worltl 

The .EGA ! r;- ATaestrc .. 

Breaking away from the Wizardry system of the past 


SIRTECH 

Ogdensberg Business Center, P.O. Box 245 
Ogdensburg, NY 13669 (315) 393-6633 
FAX# (315) 393-1525 

The original classics that set the trend in Available at a software retoiier near you, or call: 
fantasy role-playing are now available at #OAA% di A! 7 1 

a new low price! 44#* I AwU 

Circle Reader Service #7 12 



THE WIZARDRY TRILOGY 
Scenarios I, II & III 






‘The best simulator 
I've everseen!“ 

^ Rick Zalud, Computer \ 

G.ame Review 

“Mak^he Term 'virtue!' 
redundaiitlL 

Dave Mosko'Mtzr^deo Games 
and Computer Entertltinment 

\ “Sets a totally new standard for 

V helicopter simulations!'' 

Arnie Katz, Electronic Games 






“Redefines the state-of-the-art in 
computer simulation graphics!" 
Computer Gaming World 


From NovaLogic™, ihe creators 
ofWOLFPACK™... ' 


COMANGij^^ 
the promise ol 
true! You coral 
Century Attack 


MrAuMU 

nmH^he 

:k H^icopt 


jVIUIVIpVEB I^lL^rs 
lulatiofftfmioricome 
'the ultimate in 21st 
[iicopters • the Boeing 
Sikorsky RAH-66 Comanche, not just over, 
but in and around ultra-realistic 3-D 
terrain. Can it be true? Absolutely! 
Thanks to NovaLogic’s radical new 
simulation environment VOXEL SPACE^''", 
which produces graphics 500 times more 
detailedWian any of those tired old 
polygon graphic games. You'll dive from 
mountain peaks, dart through winding 
canyons, and roar through pulse-pounding 
combat i ■ ' 









Since Its release, WolfPack™ has set a new standard 
for submarine simulations. Winner of Tilt Magazine's 
Tilt D'Or award for best simulationjt has consistently 
topped the best seller charts, earning raves from the 
reviewing community: 

"Wo/fPack can only be classified as a genre buster, one 
of those rare games that sets a new standard for other 
releases in the same field to live or die by." 

Video Games & Computer Entertainment : 

“The graphics for Wolf Pack are stunning. “ . , 

Wargamer 

NowWolfPack is available on PC CD-ROM. The same 
compelling game play of the floppy version allows you to 
command either a V\/W2 submarine wolf pack orthe ^ 
surface fleet. 

Historically accurate, your weapons and instruments are 
precisely keyed to the war year that you choose to play. 

A full construction set is included to allow you to 
re-create actual battles. 

WolfPack CD-ROM also includes: 

# 58 new missions, 70 total. 

• Over 5 minutes of breathtaking animation sequences. 

Pick up a copy at your local software store and find out what 
underwater warfare is all about. 


From 

NovaLogic™, 
the creators of 
Comanche^^ 

, Maximum Overkill™^ 
and Ultrabots™.- 


Actual screen images. 









The Latest News From The Gaming World 


NTN Networks With New World 

Interactive TV Leader Purchases Might, Magic & More 

T he announced acquisition of New World Computing by NTN 
Communications, Inc. (AMEX: NTN) invokes the spellbinding possibility 
of an on-line multiplayer Might & Magic game over multiple communica- 
tions networks. NTN is a leading company in multiplayer interactive entertain- 
ment with its NTN Trivia, available on GEnie and INN, as well as in hotels and 
lounges throughout the country, and Q_B1, the interactive television game of foot- 
ball coaching strategy. 

New World Computing is a natural 
partner with NTN, considering that 
two of its recent products, Spaceward 
Ho! and Empire Deluxe, both allow for 
multiplayer contests via networks. The 
crown jewel in New Worlds tiara is, of 
course, Might & Magic. The series as a 
whole has sold more than one million 
copies. 

In spite of the potential synergy 
cited by NTN President Pat Downs 
and the obvious promise of such prod- 
ucts in the future. New World 
President Jon Van Caneghem says that 
he doesn’t know whether the coopera- 
tive efforts between the two business 
units will happen in six months or six 
years. “It will happen, though. Just 
don’t let anybody think we’re planning 
to program Might & Magic for bars and 
hotels.” 

Blockbuster Ties The Knot With Virgin 


NTN acquired full interest in New 
World for a stock swap of one million 
of their common shares (value circa 
$10/share), continuing a trend where 
public companies involved in other 
media have acquired software publish- 
ers. In the last year, Sony purchased 
Psygnosis; Viacom acquired ICOM 
Simulations, transforming them into 
Viacom New Media; the Tribune Co. 
purchased Comptons New Media; and 
Time Warner Interactive expanded by 
purchasing Software Sorcery. 

Neither NTN nor New World has 
commented on the precise projects in 
which the two units will act in concert, 
but one New World insider suggested 
that their Vegas Games line might be the 
place to start because of its broad con- 
sumer interest. 


I n a continuing trend among large 
companies buying or investing 
in entertainment concerns, 
Blockbuster Video has purchased 
nearly 20% in Virgin Interactive 
Entertainment in exchange for $30 
million worth of Blockbuster stock. 
The nation’s largest video store chain. 
Blockbuster is interested in merging 
with content providers before being 
derailed by the “digital highway,” 
where video and games may be avail- 
able on demand. 

A spokesman for the Fort 
Lauderdale-based Blockbuster, Wally 
Knief, said, “We want to have some 


content to put on the information 
superhighway,” according to a January 
18 article in the L.A. Times. Knief 
later denied this quote, but Times 
reporter Dean Takahashi stood by it, 
saying, “I can assure you he said that. 
He even offered that Blockbuster 
might use some of its 20,000 hours of 
[Aaron] Spelling and Republic 
Pictures programming for use as video 
in Virgin games.” 

This is the second recent invest- 
ment announcement involving Virgin 
(formerly known as Virgin Games), 
which sold a 16.2% stake to toy titan 
Hasbro Inc. last year for $25 million. 


Intel Bans DOOM! 

I n a company-wide memo issued in 
December, Intel banned id 
Software’s DOOM from their net- 
works. The memo was issued after sev- 
eral Intel subnets were rendered inoper- 
able during lunch hour, as employees 
raced to get in a game of multiplayer 
DOOM DeathMatch. Intel’s decree is 
one of several banishments to come 
from large computer companies in the 
wake of DOOMs long-awaited release. 

Aside from issues of lost worker pro- 
ductivity, DOOM creates other prob- 
lems that have network administrators 
pulling out their hair. As explained in 
the Intel memo, Dooyn causes network 
problems because of the way it trans- 







mits the game information across a net- 
work. Doom sends a high level broad- 
cast packet that forces every computer 
on a network to transfer the packet into 
main memory and analy 2 e it before it is 
discarded. Most network traffic is han- 
dled such that packets that are not 
needed by a machine are discarded by 
the network card before they interrupt 
the processor. With broadcast packets, 
the “net” result is that each computer 
on the network must process the 
DOOM data — even if it is not running 
the game. If several Doom games are 
running at once, low end 386 worksta- 
tions can bog down and network 
servers can creep to a halt. 

According to Jay Wilbur, CEO of id 
Software, the 1.2 version of DOOM 
will eliminate the use of broadcast 
packets and enable the game to com- 
municate machine to machine on a 
network, eliminating the technical 
problem. Version 1.2, which will 
include a promised modem play fea- 
ture, should be available as you read 
this. 


Page 14 


Computer Camiiig World 




Rocket Science Orbits New Concepts 


G ather Hollywood special effects 
wizards like Michael Backes 
{Jurassic Park, Rising Siui), Ron 
Cobb {Alien, The Last Starfighter, 
Conan the Barbariari), Richard Cohen 
( Terminator II, Total Recall, Star Trek 
VI) and Mark Sullivan {RoboCop 2, 
Hook, Death Becomes Hey). Then, com- 
bine their expertise with that of veteran 
game designers like Brian Moriarty 
{Wishbringer, Trinity, Loo?n) and David 
Fox {Rescue on Fractalus, Zak 
McKracken and the Alien Mindbenders, 



Cadillacs and Dinosaurs 

and Indiana Jones and the Last Crusade), 
as well as the technological expertise of 
the former QuickTime team from 
Apple Computer, Bruce Leak, Sean 
Callahan, Peter Hoddie and Mark 
Krueger. Stir in veteran executives from 
SuperMac Technologies, former Vice 
President of Marketing Steve Blank and 
former Director of Software 
Technology Peter Barrett. The resulting 
mix is expected to be Rocket Science’s 
recipe for success. 

The mix is definitely expected to be 
good news for gamers. As Vice- 
President Peter Barrett explained to 
CGW, “My first love is games. My sec- 
ond is film. In this company, our goal is 
to bring them both together.” He went 
on to say that Rocket Science would 
place an emphasis on imagery, environ- 
ment, character, and story, but that the 
games would all have a kinetic factor. 

If such is the goal, the first three 
announced products certainly fit the 
bill. Loadstar is a project based on a sci- 
ence fiction film that never reached 
fruition. It is a machinery-intensive 
SFX fest with detailed Ron Cobb 
designs of vehicles known as 
JumpTrucks, high speed rail vehicles 
that literally launch via a “jump.” 
Veteran matte painter Mark Sullivan 


did the background pictured with this 
article and game designer Brian 
Moriarty designed the interactive seg- 
ments. It is expected to be released on 
Sega-CD in the fall of this year and on 
MS-DOS based platforms in early ‘95. 

Comic aficionados will love Cadillacs 
and Dinosaurs. Based on the popular 
comic book series, this game is retro- 
’50s technology meets prehistoric mon- 
sters. The big challenge for this game 
was structuring the look of the game to 
use the two-dimensional vernacular of 
comic book arc, while allowing the 
world to function with 3'D attributes. 
It looks like Frank Cirocco created the 
art, a former Marvel comic artist whose 
work shows the influence of Wally 
Wood, A1 Williamson and Frank 
Frazetta. Again, the game will be 
released on Sega-CD in the fall of this 
year and should be on personal com- 
puters by Spring ‘95. 

The most unique game in the bunch 
is called DarkRide. Currently planned 
for the Sega-CD, this space roller coast- 
er experience sports a bizarre design 
that seems to mix Rube Goldberg and 
M.C. Escher. Not only are the levels 
expected to be wildly constructed, but 
they will also occasionally load upside- 
down or in a different place than the 
gamer expects. The emphasis, unlike 
most action and physical logic games, is 
on playing rather than finishing. The 
company calls the game “fun-physics” 


and it sounds like it will be just that. 

Whatever titles Rocket Science elects 
to launch in the near future, it is clear 
that this company isn’t going to be sat- 
isfied with game design as usual. As the 
accompanying chart (which shows the 
momentum from both the traditional 
interactive and passive entertainment 
industries) indicates, much of the 
action over the next five years will take 



Loadstar 


place in the central area between CD- 
ROM and interactive cable. Rocket 
Science has placed their emphasis in 
just that arena. In addition, the compa- 
ny’s technical wizards have developed a 
technology called Game Science that 
improves the way data is delivered from 
the CD-ROM to the processor. The 
team is expecting to overcome many 
latency and data rate problems by the 
time of their initial releases. 


The Convergence of the 
Game and Entertainment Industries 



Game Industry 
Interactive Play 


Entertainment Indui 
Passive Viewing 


Fioppk 


Production 

Costs 

j ^ $50 M 

$10 M 


$3 M 

$1 M 

$250,000 

$100,000 


Production Values / Realism 




©1993 Rocket Science 


Games, Inc. 


March 1994 



CGW To Present Games Of The Year At Disttal World 
Will Feature First Acting Awards For Multimedia 



On-Line Game of the Year: Simulation of the Year: 


C omputer Gaming World maga- 
zine, the world’s oldest comput- 
er gaming publication, will pre- 
sent its annual Game of the Year awards 
at this year’s Digital World conference. 
Digital World, the high-tech confer- 
ence on convergence technologies, is 
scheduled for June 6-8, 1994, at the 
Los Angeles Convention Center. The 
Computer Gaming World Games of the 
Year award ceremony, expected to 
showcase the inaugural presentation of 
acting awards for the computer game 
medium. Categories and nominees for 
the acting awards will be announced in 
a later READ. ME column, but 
the nominees for Games of the 
Year were announced at the 
Winter Consumer Electronics 
Show. 

Action Game of the Year: 

Doom (id Sol warc) 

Prince of Persia //(Broderbund) 

Privateer (Origin) 

Rebel Assault (LucasArts) 

Sbadowcaster (Origin) 

Adventure Game of the Year: 

Day of the Tentacle (LucasArts) 

Gabriel Knight: Sins of the 
Fathers (Sierra) 

Myst (Broderbund) 

Police Quest 4: Open Season 
(Sierra) 

Return to Zork (Activision) 

Star Trek: Judgment Rites 
(Interplay) 


Empire Builder (MPGNet) 
A'hdti-Player BattleTech (GEnic) 
Shadow ofYserbius: Fates of J'wiuion 

(INN) 

3-D G^^^’dNN) 

VGA Planets (Many BBS Hosts) 

Role-Playing Game 
of the Year: 

Betrayal at Krondor (Dynamix) 
Bloodnet (MicroProse) 

Darkside of Keen (New World) 

Dark Su)t (SSI) 

Latids of Lore (Wesnvood/Virgin) 


Aces Over Europe (Dynamix) 

Flight Simulator 'Fool Kit (Domark) 
IndyCar Racing (Papyrus/Virgin) 

SEAL Team (Electronic Arts) 

Tornado (Spectr u m - Hoi o Byte) 

Sports Game of the Year: 

APBA Baseball for Windoius 3. 1 (Miller 
Associates) 

Cactus League Pro Basketball (Cactus 
League) 

Coaches Challenge Football (MicroProse) 
Front Page Sports Football Pro 
(Dynamix) 

NHLPA Hockey (Electronic Arts) 

Strategy Game of the Year: 
Chessmaster 4000 (Software 
Toolworks) 

Kasparov’s Gambit (Electronic 
Arcs) 

Master of Orion (MicroProse) 
Merchant Prince (QQP) 

Sid and Al’s Incredible Toons 
(Dynamix) 

SimCity 2000 (Maxis) 

Wargame of the Year: 

Clash of SteeC^Ei) 

V For Victory: Gold, Juno, Sword 
(Three-Sixty) 

High Command (Three-Sixty) 
Walls oj Rome (Mindcraft) 
Warlords II {SSG) 

Special Award for Innovation: 
Aide de Camp (HPS 
Simulations) 



Ziff-Davis Announces “Interchange” For Digitai Highway 
Games And More To Attract On-Line Tourists 


Z iff Desktop Interactive has 
announced a new on-line infor- 
mation service. With the work- 
ing title of Interchange, the service is 
expected to offer on-line companion 
magazines, electronic mail, special 
interest/discussion groups, news access 
and on-line games. The network is 
expected to be significantly more visu- 
ally-oriented, and the format shift is 


from an on-line database full of text to 
an on-line multimedia magazine with 
multiple connections to new informa- 
tion and activities. 

Computer Gaming World will be a 
part of this new venture, since games 
will be a significant component of the 
nascent network. 30,000 users will 
kick off ZDIs 1994 test of Interchange 


with a target of 200,000 users by the 
end of 1995. Michael Kolowich, the 
executive in charge of Ziff Desktop 
Interactive, assures readers of the print 
magazines that the new network will 
not detract from the strength of the 
current publications. He positioned 
the network and existing publications 
as companion media that will comple- 
ment each other, cgw 


Pa^ie 16 


Compiitci' Gaminii World 






American M4 Shermans. Tigers of the Third 
Reich. These were the tanks that rocked 
Europe from D-Day to the fall of Berlin in 
World War II. The same armored juggernauts 
that you’ll command in the explosive new 
game Across the Rhine from MicroProse. 




Jump into history’s most famous tanks and 
experience the fierce combat and tough deci- 
sions that gripped World War II tank 


com- 
manders. Take command of U.S. or German 
forces. Control single tanks or entire Compa- 
nies. And blast your way through enemy units 
across the war-torn landscape of Europe. 

Across the Rhine from MicroProse. And you 
thought heavy metal started in the 70's. 

Circle Reader Service #84 




Coming Attractions in Computer Games 
from the Winter Consumer Electronics Show 



T reasure Island may have been the perfect place for the CGW staff to stay during the Winter 
Consumer Electronics Show. We marveled at the replicas of “Age of Fighting Sail” vessels 
maneuvering in a man-made lagoon with masts snapping, boarding actions and one ship 
sinking. Yet, we couldn’t get over the feeling we’d seen this before. The gas jet sending flame into 
the sky seemed remarkably like the volcano at the Mirage next door and the fireworks attending 
the exploding armory seemed like a Disneyland stage production. We were impressed with the 
ingenuity of the stage designer, but not drawn into the suspended disbelief that would have made 
us feel like we had stepped back in time. 


Photo !)>' Ken Brown 







|M BDIAVJSIOM* 









' V 


Entertainment 


Left to right: 
System Shock (Origin), 
Noctropolis (EA), 
MediaVision booth. 
Pacific Strike (Origin) 


In a lot of ways, that is what we felt in 
examining the new computer games at 
WCES. Here are the brightest and best of 
the upcoming spring releases, placed upon 
a pedestal and forced to dance for the buy- 
ers and the press, and we kept seeing the 
same techniques and the same products. 
Want to talk about Doom^ We saw several 
products that attempted a Doom perspec- 
tive, including Capstone’s Corridor 7, 
Merit’s Isle of the Damned, Electronic Arts’ 
Escape From Monster Manor (3DO), Atari’s 
Alien vs. Predator (Jaguar), and Origin’s 
System Shock. 

Want to talk about three-dimensional 
graphics? 3D Studio, Softimage and other 3- 
D graphics programs are being used for 
everything from the realistic ships and 
modules in Sierra’s Outpost, a science fic- 
tion strategy game based on hard science, to 
Roberta Williams’ massive Phantasmagoria, 
a detailed three-dimensional environment 
for her horrific adventure game. Such tech- 
niques are used for modeling ships and 
environments in Mission Studios’ 
Battlecruiser 3000 AD (an Interplay affili- 
ate), an amaxingly complex space strategy 
game where sophisticated AI meets both 
the simulation fan and the tactician, and in 
building the weird world for Merit’s 
Hanester, sort of the Children of the Corn 
visit Twin Peaks while Dr. Giggles is being 
filmed on location-style horror game. In 
addition, Origin used 3-D modeling for 
the introduction to Ultima VIII: Pagan and 
allows gamers to operate a 3-D synthetic 
actor in their interactive, sci-fi movie, Bio 
Forge. Software Toolworks used 3-D 
Studio almost exclusively in modeling the 
rich, fantasy world of characters for Dragon 
Tales: Rage of the Dark Alliance. It is a first- 


person perspective adventure in a fully-ren- 
dered world. On the console side, 
Electronic Arts’ Shock Wave interweaves 
both 3-D action and digitized film footage. 

Want to talk about digitized film? 
Electronic Arts is artfully inserting digitized 
Film footage into the film noir, graphic 
novel look of its Noctropolis. The back- 
ground art is stunning and the conceit for 
imposing video atop painted backgrounds 
is very strong (the hero dreams he has 
entered the world of his favorite comic 
book character). Access will use veteran 
Hollywood talent and film footage in the 
next Tex Murphy game. Under A Killing 
Moon. Margot Kidder, Brian Keith and 
Russell Means star in this interactive movie. 
Crystal Dynamics will use Kirk Cameron 
as one of their dominant on-screen actors 
in the digitized video of The Horde’, 
MediaVision has chosen relatively new tal- 
ent in their interactive movies Critical Path 
and Qtianturn Gate’, and Tsunami will put 
a few lucky gamers into a revised Blue 
Force. 

In addition, many companies arc using 
digitized footage in a multimedia format as 
a tutorial. One of the best implementations 
of this is Interplay’s Castles 2 CD-ROM. 
The game’s producer culled film footage 
from hundreds of hours of BBC documen- 
taries about castles. Then, he placed the 
intriguing and relevant footage on the 
game’s CD as part of the introduction. The 
CD also includes a full-blown tutorial game 
that can be interrupted at any time. 
Electronic Arts’ ESPN stx'tts of sports 
games (3DO) will use digitized footage for 
tutorials, as well. Finally, some action 
games like Sony’s The Lawnmower Man 
(released in Europe by The Sales Curve) 


will feature some footage from the film, as 
well as the Evolver video game from 
Trimark Interactive. The latter, positioned 
by the company as The Terminator meets 
Child’s Play, was developed along with the 
filming. 

Want to talk about texture-mapping? 
It’s here in a lot of places. Remember M-l 
Tank Platoor?. Imagine if MicroProse was 
to release that system with texture-mapped 
World War II era tanks and scenarios. 
That’s the idea with Across The Rhine, a 
WWII tank platoon simulation that is sure 
to excite historical gamers. MicroProse also 
uses texture-mapping and Gouraud shading 
in 1942: The Pacific Air War. allows 
players to fly ten historical Japanese planes 
and, in spite of the sophisticated graphics, 
provides for head-to-head modem play. 
Origin is building on their Strike 
Commander technology with Pacific Strike, 
a World War II version of Strike 
Commander, and Wings of Glory: 1917- 
1918. The latter allows would-be pilots to 
look around the cockpit like Strike 
Commander did, but there is much more 
reason to look around in the WWI planes 
of Wings of Glory than there was in the 
long-range tactical combat of Strike 
Commander. Finally, Dynamix is not sit- 
ting idly by as its competition improves. 
Aces of the Deep, the World War II U-boat 
simulation, uses Gouraud shading to 
enhance the target ships. 

Want to talk about multi-player games? 
New World Computing’s Zephyr, a futuris- 
tic tank game where players are sponsored 
by large manufacturing companies and 
blast their way to the top, loolts like a well- 
balanced and fascinating race/combat game 
for network play. On a different level, SSI’s 


March 1994 


Pagel9 







Dark Legions offers both modem and net- 
work play for action-oriented strategy 
gamers who like duking it out in fantasy 
worlds. 

Tek Warp (Technological Trends) 

Sadly, there was very little new technolo- 
gy on display in the computer gaming 
arena. One piece of good news was the 
unveiling of a virtual reality system for the 
home from Advanced Gravis. Their new 
headtracking unit is expected to sell for 
around $700 retail, and a floating mouse 
peripheral for $100 more. Both peripherals 
should enhance the gaming experience for 
those who want to experience virtual new 
worlds. An Advanced Gravis spokesperson 
suggested that the peripherals could be on- 
sale as early as the fall of this year. 

Another bit of good news was shown in 
private. A dedicated developer showed 
CGW a prototype for software-based, near 
SVGA graphics. The demonstration was 
exceptional, proving that an ordinary VGA 
card with as little as 256K in memory could 
display photo-realistic backgrounds and 
allow animated sprites to move atop of 
those backgrounds. In light of the recent 
CGW editorial on companies that have 
taken the computer gamer as early adopter 
for granted, it was nice to see a company 
develop an elegant software solution rather 
than expect their customers to upgrade to a 
higher hardware solution. 

Another hopeful trend may be seen in 
terms of software development. Gilman 
Louie, Chairman of Spectrum HoloByte, 
explained that one reason for closing the 
AGA group (the graphic adventure team) at 
MicroProse was because those tools did not 
allow future designers to hook simulations 
into the graphic adventures. Louie 
explained, “I want everything we do from 
now on to have the hooks built-in for 
future expansion.” 

Neil Johnston, director of Spectrum 
HoloByte’s flight sim group, echoed his 
chairman. He told CGW that the fourth 
generation Falcon product would not arrive 
all at once. Rather, it would be built as 
modular advancements and enhancements. 
He did pique our interest by assuring us 
that the fourth generation Falcon product 


would add militaiy vehicles which are not 
aircraft to the Electi'onic Battlefield Series. 

Sierra also plans to develop games with 
hooks in mind. Designers and program- 
mers have been assigned to make many 
Sierra and Dynamix games “Network 
Aware.” Eventually, this will mean a seam- 
less communication between the stand- 
alone games and the Imagination Network 
where gamers will be able to play together. 
Soon, it will mean that gamers will be able 
to swap hints, save files and, possibly, 
objects from the worlds of Sierra games. 

In addition. Maxis continues to work 
with Mallard on a utility where gamers will 
be able to convert their SimCity Classic and 
SimCity 20^70 save files into scenery files for 
Microsoft Flight Simulator 5.0. The Maxis 
vision of interconnected software goes fur- 


ther, however, with Will Wright currently 
working on a project where each building 
within SimCity 2000 could be designed in 
detail and integrated into the overall struc- 
ture of the city. 

Finally, AI is improving in several areas. 
Mindcraft’s CyberGo moves beyond the 
tree-branched logic and into expert system 
technology and threshold logic in order to 
set long-range strategic goals. In this way, it 
not only assesses the board, but plays with a 
particular style. Mission Products’ 
Battlecniiser 3000 AD uses neural network 
technology to handle NPCs (whether 
opponents or crew members). Perhaps, the 
most impressive use of Al, however, is CPU 
Bach, Sid Meier’s music composition pro- 
gram from MicroProse. As described in the 


Left to right: 

Speed Racer and Racer X enjoy 
a lighter moment, 
CPU Bach (Microprose), 
Yserbius (Imagination Network), 
Ultima VIII: Pagan (Origin) 

last CES report, the 3DO program is one 
of the most unique uses of computing 
power that we’ve ever seen. 

Role Over Beethoven (CRPGs) 

Probably one of the saddest sights over 
the last couple of years has been the rapid 
decline in computer role-playing games. 
Phis year is no exception. Even Ultima 
VIII: Pagan seems more like an 
action/adventure than a CRPG. The 
emphasis is on bigger on-screen characters 
with more realistic animation in a smaller 
game world (1/3 smaller than 
Ultima VII). This seems to be 
part of a design philosophy 
which says that computer gamers 
don’t want to play the big games 
any longer. 

One game that defies the 
trend is Inherit The Earth from 
New World Computing. This is 
a CRPG where the player con- 
trols “furries,” those humanoid 
animals that are so popular 
among the more esoteric comic 
convention crowd. The fictional 
set-up is that this is a post-holo- 
caust world where the animals 
have mutated into humanoids. It looks like 
it will offer plenty of interesting new possi- 
bilities. 

Another interesting CRPG is 
RnvenlofitStrahd's Possession from Strategic 
Simulations, Inc. and DreamForge (for- 
merly Event Horizon Software). In addi- 
tion to covering the world of vampires, the 
designers have tried to create a universe of 
more interesting puzzles and ethical choices 
than we have seen in recent days, 'fhe 
graphic look is of a higher resolution Eye of 
the Beholder. SSI is also continuing to sup- 
port their AD&D license by publishing Al- 
Qadim: The Genie's Curse. This is role-play- 
ing in the world of the Arabian Nights. 

Celtic Tales is a unique new approach 
from Koei. The player is the leader of a 



VR brings DOOM up clo.se and personal. 


Computer Canting World 




DrqsoBWars 


Ten years in tlie inaLing, l)ul cav^ailalile for a vci*y limited time. Tlie Classic Collection 
contains ten extraordinaiy DOS games from tlie ten most exciting and influential years 
in computer game development from Interplay. And tliey’re all togetlicr— -on one 
CD-ROM. I liese are tlie games tliat not only won respect, Init tlie attention and 
accolades of computer game critics all over tlie world. | Tlie games tliat made liistory. 

Tlie games no gamer slioidd lie witliout. j 


Iiitc'iplay I’roiKictioiia, It 
17922 I'iuii Aviimif 
• liviiK', CA927J4 
(7U) 553-Wi7i5 


St.^r Trek ® & © 1993 Paramount Pictures. Star Trek is a registered trademark and' the U.S.S. Enceq'risc 
Pictures, Ail risht.i reserved. The Plot of the Lord of the Rings, characters of the Hohhits, anJ the i)ther 
Rings are'?,' George AUen&.Ui\\vin Pubi.shers Ltd. 1966 1974 1979 1981 : All otijier product and corpo 
registered trademarks ot their respective owners. © 1993 interplay Prtxiuctions, ina. All rights rcsen-ed, 


? isa trademark of Paramount 
characters from The Lorti of tltt 
itate names are trademarks, .iiid 




small, nomadic tribe in the 1st century 
B.C. The player must stake out territory, 
build up armies and resources, and draw 
from the magical artifacts and traditions of 
the Druids. Koei is particularly proud of 
their attempt to provide strong female char- 
acters. 

We are also looking forward to Empire’s 
CyherSpace (based on the pen and paper 
game from Iron Crown Enterprises) and 
DreamWeb, a detective game set in a gritty, 
grimy future that almost makes the streets 
of George Alec Effinger’s Budayeen {When 
Gravity Fails) or Ridley Scott’s Blade 
Runner look tame. These aren’t the only 
dark future games to come in 1994. Virgin 
will be importing Beneath A Steel Sky, a 
dark future CRPG that was discussed in an 
earlier "Over There” as Virtual Theatre. 
Comic book aficionados will enjoy the 
graphic novel look of Beneath A Steel Sky. 

One new player entered the CRPG 
arena when CyberDreams announced that 
they had signed E. Gary Gygax (co-creator 
of the original Dungeons and Dragons pen 
and paper game) to design a CRPG called 
Hunters of Ralk. Of course, many of the 
CRPGs expected during the last calendar 
year have yet to ship: Bethesda’s Arena: The 
Elder Scrolls, Interplay’s Stonekeep, and 
Spectrum HoloByte’s StarTrek: The Next 
Generation role-playing games. 

Twitch And Flex (Action Games) 

Bethesda’s long awaited Delta K is a 
cross between the coin-op Sttin Runner and 
the old Tunnels of Armageddon (with signif- 
icantly better and faster graphics). In short, 
it is a mad race across cyberspace where the 
action is fast and the strategy is discovered 
by the seat of your pants. 

New World’s Zephyr is a multi-player 
race for survival in the world of the mega- 
corporations. Some of the design is based 
on New World founder Jon van 
Caneghem’s experiences in winning the 
West Coast Formula Ford championship. 
Just as Jon learned about corporate spon- 
sorships, so must computer gamers or else 
watch their tanks get blown up because of 
their technological backwardness. 

Another far future action romp will be 
Mirage’s Rise of the Robots, to be distributed 
in the United States by Accolade. This 


product is largely a horizontal scrolling 
combat game, but features very impressive 
3-D models of the robots which the player 
must defeat. 

Inferno, from Ocean, is an action/adven- 
ture that looks at first glance like a crude 
hybrid between Wing Commander and Star 
Control 2. There is a solar system with 
seven planets and three moons, constructed 
as texture-mapped terrain and digitized 
photos, to be explored, and over 700 mis- 
sions to challenge the gamer. Gamers can 
also pilot ships that use three different 
flight models as they listen to the twisted 
beat of the British rockers. Alien Sexfiends. 
We were also impressed with the lip-synch- 
ing of the non-player characters whenever 
they spoke directly to the player’s character. 

Mallard Software, the company that is 
almost synonymous with Microsoft Flight 
Simulator zdiA-ons, is about to release a new 
action/adventure which can probably best 
be described as Outland (the Sean Connery 
movie, not the comic strip) meets 


Shadowcaster. G-Nome puts the gamer into 
the DNA strand of a genetically engineered 
cop who can alter his shape and outward 
appearance at will. 

As noted earlier, Atari’s Alien vs. 
Predator, for the Atari Jaguar, has an inter- 
esting approach to far future violence. Not 
only can gamers play the space marine try- 
ing to clear out the varmints, but the game 
scrolls faster when the gamer is playing the 
Alien trying to waste the space marine and 
features a special near-psychadelic perspec- 
tive when the gamer is using the Predator’s 
special vision. 


Left to right: 
Ravenloft (SSI/DreamForge), 
Brent Spiner at Spectrum HoloByte booth, 
Al-Qadim (SSl/AD&D), 
Klingon scrutinizes The Next Generation game 


In the more traditional mode of action 
games, Hi-Tech Expressions is nearing 
release on Mortal Kombat, a direct transla- 
tion of the cartridge game for PC owners 
who haven’t shed enough blood with 
Doom. The new twist for the computer ver- 
sion is that it will feature an artificial intelli- 
gence scheme that learns the gamer’s 
favorite moves and counteracts them. Hi- 
Tech Expressions is also releasing a conver- 
sion of T2: The Arcade Game for the per- 
sonal computer. 

Psygnosis’ Microcosm, a futuristic roller- 
coaster ride through the human body 
which mixes digitized video and traditional 
graphics, has been mentioned in earlier arti- 
cles. It is almost finished and will soon be 
found on interactive platforms everywhere. 

2lst Century Entertainment 
will reprise their Pinball Fanuuies 
game, originally released on the 
Amiga, for MS-DOS. A CD ver- 
sion of the game is expected to 
ship in late Spring. It will feature 
a multimedia history of pinball as 
part of the package. MidtiBall is 
an upcoming pinball title which 
will not only allow players to put 
multiple balls in play, but will 
feature a construction set. Pinball 
2000 is aimed at the expert pin- 
ball player and will feature 
physics-based action. 

Mallard’s Qiiackers is a new series of 
action games. The first release in the series, 
which is set to debut on the Macintosh, is 
Fast Action Paq: The First Challenge. Most 
interesting of the four games included {Flak 
Attack, Bubble Trouble, Mole’s Qiiest zn<X 
Boi) was Mole’s Qtiest. It offers a mixture of 
spelunking and platform hopping that will 
remind veteran gamers of Dig Dug with 
better graphics. 

Another strong Macintosh title is 
AstroChase 3’D from Interplay. This zero- 
G shoot-out is a high-tech version of all 
those early shooters (like Asteroids) that 
used to keep us hooked on the coin-op 



One o/'Inferno's (Ocean) nicer denizens. 


Page 22 


Computer Gaming World 





IN CYBi^iTRIKE, 

ALL LSGINNini WILL BE 
TREATED FAIRLY. 

AND THEN DilTROYED . 


Beaten all the boxed 
games? Done the arcades to 
death? Try CyberStrik^" the 
wild new multi-player game 
on CEnie where you hop into 
a two-legged CyberPod and 
battle it out against other 
real live humans for control 
of a virtual reality city. The 
action’s fast and furious. But 
even if you’re new In town, 
you won't get blown to 
Kingdom Come. Well, not 
right away at least, tn fact, 
CyberStrike is so easy to 
learn, you might actually 
live long enough to waste 
someone else first. And best 
of all, it only costs three 
bucks an hour.* So strap 
yourself inside a Pod and 
come out shooting. You've 
got nothing to lose. Except 
your life. 

GEnie. 

mulH-player games 
100% ORGANIC OPPONENTS 

SIGN UP NOW: 1. Set your modem 
for half duplex (local echo) at 300, 
1200 or 2400 baud. 2. Dial toll free 
]-800'638-8369. Upon connection, 
enter HHH 3. At the U # = prompt, 
enter JOINGENIE then press RETURN 
4. At the key code prompt enter 
AjC423 5. Hove a major credit 
card or your checking occount 
number ready. For more informa- 
tion in the U.S. or Canada, call 
1-800-638-9636. 



•Here’s the fine print. CEnie multi-player games and support services are $3.00 an hour in non-primetime: G p.m. to 8 a.m. local time Mon.-Fri., all « 

day Sat. and Sun. and selected holidays. There's also an S8.95 monthly subscription fee. Each month, you'll get credit for up to four hours of non- v a - sim 1 |Tn''^‘ni*"S 

prime time usage. Any surcharges incurred apply to all hourly usage, including your first four hours. , , ; , 


Circle Reader Service #57 





machines. The three-dimensional graphics 
are nicely portrayed and the interface is 
very intuitive. 

Sim, Sim, Sim (Simulations) 

Simulations provide one of the most 
exciting genres in computer gamedom. Not 
only do they offer the chance to pilot, drive 
or command expensive vehicles, but the 
genre as a whole tends to push the envelope 
of technology as each simulation tries to 
become more and more realistic. Processing 
power is taxed to the limit in order to pro- 
vide for detailed flight models, fast frame 
rates and texture-mapped graphics. The 
current emphasis seems to be on providing 
the best graphics possible, given the trade- 
offs in performance, and creating 
modem/network versions of the same hot 
experiences. 

The Pacific theater of World War II is 
the subject matter for several sims. Origin’s 
Pacific Strike is a hybrid sim/story approach 
a la Wing Commander or Strike 
Commander. The original game features 37 
missions and a mission disk is expected to 
follow. MicroProse opts for the more tradi- 
tional simulation in 1942: The Pacific Air 
War. The game allows sim pilots to fly ten 
historical planes and command either 
Japanese or U.S. forces. SSI’s Great Naval 
Battles II: Guadalcanal, 1942-43 is yet 
another sim set in the Pacific Theatre. As 
with the original GNB, gamers will be 
allowed to command naval vessels from 
either side in both strategic campaigns and 
tactical battles. 

Wings of Glory from Origin uses the 
Strike Commander engine with tons of 
chrome to depict WWI air combat. Rather 
than a straight sim like Red Baron, Glory 
includes the cinematic plot sequences we’ve 
come to expect from the folks in Texas, 
along with a random mission generator. 

Ocean’s TFX features five million kilo- 
meters of simulated action in such faraway 
places as Somalia, India and Columbia. 
Though playable in an arcade form, the 
flight model for the advanced mode was 
designed with the help of an aeronautics 
professor. The story unfolds through 
"Flashpoint” missions specific to each type 
of plane. So, if you choose an FI 17C, you 
will fly stealth missions instead of intercep- 


tions, with over 200 missions included. 
TFXWxW have synthesized voice even on the 
floppy version. 

MicroProse’s Across The Rhine bears 
game play similarities to Ml Tank Platoon, 
but has much more impressive texture- 
mapped tanks and is designed around 
WWII scenarios. Fleet Defender, also from 
MicroProse, is an F-14 simulation in the 
company’s tradition of fast-paced air com- 
bat simulations. It has an impre,ssive array 
of options allowing the player to customize 
the sim. 

Two simulations feature the giant com- 
bat robots of Japanime fame. MechWarrior 
II: The Clans is a well-conceived simulation 
set in the BattleTech universe. Featuring 


texture-mapped robots, modem and net- 
work play, and the rich fiction behind the 
familiar cosmos, Activision’s classy sim 
takes readers into a far more chaotic uni- 
verse than the static balkanization of the 
original setting. Further, the emphasis is 
more on the player as mercenary (killer?) 
than soldier in this top-notch sequel. 

MetalTech from Dynamtx will also fea- 
ture modem support. When you go into a 
battle, you negotiate the terms for victory 
(fighting for weapons, funds) with the 
other player. One unique feature is the free- 
floating camera that follows each ‘mcch. In 
addition to piloting your ‘mech, you can 
pilot your camera and shoot your foe’s rov- 
ing eye. 

Aces of the Deep is the latest Dynamix 
simulation. As noted in the last CES report, 
the game is based on U-boat actions in the 


Left to right: 
Great Naval Battles II (SSI), 
Looking for games that don't suck. 
Wings Of Glory (Origin), 
CDs are (virluallyf) everywhere at CES 


Atlantic during WWII. It features seven 
different U-boat models, a multitude of 
warships and merchant ships to serve as vic- 
tims/opponents and eight different enemy 
aircraft. 

NovaLogic was showing Armored Fist, 
the tank simulation using Comanche 
Maximum Overkill's voxel graphic technol- 
ogy. In scenarios involving American- and 
Soviet-made tanks, the player can com- 
mand his contingent from a 
Command vehicle or fight within 
individual tanks. 

One of the important news 
items in the simulation genre was 
the announcement from Looking 
Glass Technologies (developers 
of Ultima Underworld and 
BioForge for Origin) that they 
plan to release their first self-pub- 
lished product. Tentatively enti- 
tled Flight, this flight sim is 
designed to be a photorealistic, 
virtual playground employing a 
true flight model. Particularly 
impressive in this mid-’94 release 
is the way the program accurately 
reflects the response of the aircraft to 
weather and turbulence on the wings and 
shell of the plane combined with the pho- 
torealistic representation of the entire game 
world, including the flight instrumentation. 

Join The Adventure 
(Adventure Games) 

1994 looks like it will feature a very 
strong line-up in adventure games. 
Topping the list for most of the CC7VV''stafF 
was Electronic Arts’ Noctropolis. With 
graphics a la vintage Ridley Scott and a 
bizarre story that would please Orson 
Welles, this game promises to be something 
of a graphic feast — a computer game noir. 

Of course, one can round up the usual 
suspects in the graphic adventure genre. 
Sierra plans to release a new King’s Qiicst, 
Space Qtiest and Gabriel Ktiight in the next 



Conquer the South Pacific with 
1 942; The Pacific Air War (MicroProse). 


Page 24 


Computer Gaming World 





uoinhuiiri 


iBKZiiairo 


Stop the graphically stunning combat at any time 
to change your orders! 


l2DJ>-ZliJ<3X 


The sequel to the immensely popular BreacJi2^ Breach 3 puts you in 

command as Squad Leader of the%dlSM|tojyd^SgjrM^ \ 
have what it takes to Command 
dangerous missions against destructive \ 

enemy forces? 

j All new features in Breach 3 include a unique combination 
— - of turn-based and real-time play; individual personalities 

lh|||||||||||^^or each marine; stunning 256 -coIot VGA gr.aphics; . 
j^^^^^^^^^tree-structured campaigns containing up to 511 
scenarios; support for all major sound cards; 

and modular terrain, 

’ — ^ ^ objects and opponents. 


m The fate of the 
\ Federated Worlds 


1 

r 1 


tB 1 i 

1 1 

1 

j 

0 ' 

6 J ^ 

1 

Li ^ 

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j 

\ 




Choose from exciting missions or use the 
scenario builder to create your own! 

■wr 

r^OMMI-mEND 


. Watch marines carry out your ordersjaccordlng 
to their own unique personalities! | 


1 ' ' V jP ISTtRlOCKlNGOAUfSVSIEM' 

Commmed to Excellence in Strat^y Entertaini^enx' ^ 

Impressions Software. Inc. 222 Third Street. Suite 0234. Oxbridge MA 021 42*^ ^ Screen^ob 

Crde Reader Service #63 





year. LucasArts will not only launch their 
Sam & Max Hit The Road CD, but have 
assigned their third co-designer to The Dig 
(based on a Steven Spielberg “Amazing 
Stories” script). As noted earlier, Access will 
release another Tex Murphy adventure this 
Spring. And Tsunami is in production on 
Protostar 11 und Rmgivorld II. 

Interplay just released StarTrek: 
Judgtnent Rites will follow-up with Star 
Fleet Academy. If this game is anywhere 
near as impressive as the cinematic opening, 
Star Fleet Academy is going to have plenty 
of new cadets. Also, the company’s I- 
Motion joint venture with France’s 
Infogrames will sport Call of Cthulhu: 
Shadow of the Comet, set in the familiar 
Lovecraftian environs of the Chaosium 
people-and-paper game, and Alone in the 
Dark 2, the .5-D adventure game that fol- 
lows in the footsteps of the innovative orig- 
inal, but with more game play. 

Legend continues to spice up its graphic 
adventure product mix. This time, the 
company is using a familiar design talent in 
a not-so flimillar way. Steve Meretzky, the 
game author that no one can rake seriously, 
is developing a daffy adventure/ role-playing 
game called Superheroes of Hoboken. 

Dragonsphere is the last graphic adven- 
ture from MicroProse. The design team has 
tried to develop a realistic conversational 
system. Said system is constructed so that 
depending on your interaction, there are 
several different endgames. The AGA 
engine may well be sold to another compa- 
ny in the near future, however; so solid per- 
formance on this title could well impact 
future products from other quarters. 

Bio Forge is the first in a line of interac- 
tive movies from Origin. As noted earlier, 
gamers control a synthetic actor in sophisti- 
cated .S-D environs. The cinematic feel is 
developed through the extensive use of 
multipie camera angles. 

Wrath of the Gods, from new Maxis affil- 
iate Luminaria, is a CD-only adventure 
game (available for Macintosh and 
Windows) set in the context of ancient 
Greek mythology. Fans of Ray 
Harryhausen SFX films will feel right at 
home, but those who know the Greek 
myths best are likely to fare better chan 
casual Sinbad fans. 


Left lo right: 
Eleventh Hour (Virgin), 
Bioforgo (Origin), 
Dragonsphere (MicruBrose), 
CCW Editors late for an appointment 


original Gigeresque graphic adventure, and 
confirmed that the Harlan Ellison project I 
Have No Mouth And I Must Scream is still 
in the works. 

This Means War (Wargames) 

In addition to those wargames covered 
in this month’s ClT^editorial, we were 
happy to sec several others in development. 

Westwood’s Command and Conquer is 
one of tho.se strategy/wargames that is hard 
to categorize. This follow-up to Dune II 
moves out of the sand and onto a variety of 
terrain types as part of this exciting real- 
time wargame. 

Speaking of sequels, Koei hopes that the 
third time is the charm for Romance oj the 
Three Kmgdoms III: Dragon of Destiny, fea- 
tiiring six new leaders and the option to 
play with up to eight would-be conquerors. 
VGA graphics appear for the first time in a 
Koei game, and highlight the 3-D naval 
attacks. As with all Koei games, the player 
must not only be a great military leader, 
but has to deal with disease, disaster, unrest 
at home and all of the usual details with 
which the ancients had to cope. Al.so in the 
works is Genghis Khan IT. Clan of the Gray 
Wolf where gamers vicariously become the 
great mongol chieftain, or any of 1 1 other 
world leaders. Samurai, knights, light caval- 
ry and even elephants provide a variety of 
tacticiil options in a game with even more 
military emphasis than the original. 

Mallard and Red Sword Software have 
Warpaint in the wings, a space war simula- 
tion set in 2049. The concept is that aliens 
came to conquer Earth, but were surprised 
and destroyed by SDI. Thirty years later, 
the aliens have returned with new weapons 
and tactics. Designed by Tim Jacobs of 
Harpoon fame, the emphasis is on strategy 
rather than just weapons platforms, and 
features 3-D texture mapping with 
Gouraud shading, rendered in 32-bit 
SVGA. If successful, Mallard plans to 
release add-on scenarios a ia Harpoon. 


On the film scene. Paramount 
Interactive plans to release Star Trek, Deep 
Space Nine: The Hunt. The adventure is 
based on the TV series and is expected to 
allow gamers to play the role of a 
Federation officer, Klingon, Ferengi or 
Bajoran in this cinematic mystery title. 
Both Macintosh and MS-DOS versions are 
being developed for both floppy and CD- 
ROM release. 


Not all of the salespeople at CES were human. 


Among smaller companies, Capstone 
has acquired the rights to Steven Spielberg’s 
upcoming Zorro film, but did not unveil 
plans for story or interface at the show. 
Readysoft has pinned its hopes on games 
originally published in France. Arctic Baron 
is an adventure/strategy game set in a futur- 
istic ice age where everyone travels by train, 
and coal is more valuable than gold. The 
player’s goal is, of course, to thaw out the 
world by chilling the bad guys. Robinson’s 
Requiem is another French import from 
Readysoft where the player takes on the 
character of a hotshot FBI agent sent on a 
suicide mission. This is a heavily puzzle-ori- 
ented adventure game on IBM, Macintosh, 
Amiga and Atari ST. 

CyberDreams emphasized their just- 
released CyberRace product at the show, but 
unveiled Darkseed II, the sequel to their 


Page 26 


Computer Gaming WorUi 



Real Ordinary 






There's more to games than a mouth that sort 
of moves or tinny sound. Now there's a new way to 
play PC games that's just like sitting in a theater 
controlling the action with your joystick. 

It's ReelMagicj" the new MPEG playback adapter. 
Available only from Sigma Designs. This incredible 
add-in board brings the next generation of CD-ROM 

games to your PC 
bigger than life. 

Sayadiosto wimpy 
graphics. Herky-jerky 
movement. Bogus sound. 


S. 32,768 COLORS Wtiy settlB for a mere 
olors, offered by current PC games, wlien 
lagic gives you theater-quality graphics 
iver 32,000? 


BRUNTS VS. CD-QUALITY AUDIO Get 16-bit 
)D-quality sound that plays Sound Blaster" 
ind Windows" compatible software. The 8-bit 
ludio you're used to just doesn't compare. 


5 FPS VS. 30 FPS ReelMagic-compatible 
games run at 30 frames-per-second, 
TRUE full-motion, so you avoid jerky, 
blocky images. 


1/4 VS. FULL SCREEN Now you 
can get tfieater-quality video in a 
full-screen image for a realistic, 
movie-like experience. 


And phony scenarios. ReelMagic pumps up the reality meter so you 
can crank up the fantasy. 

We've also included Activision's Return to Zork so you can 
experience the excitement of full motion video now. 

It's not real unless it's ReelMagic. Call 1-800-845-8086 ext. 324 for a 
dealer demo near you. Or you can stick with real ordinary. Oh joy! 


Discover /he nnu fri-neration ofRcclMagk^atna from these miinufiiclureTS, Midlook for more exeiling lilies coming soon. 


AdiVisioN 

^ SIERRA 

IRI 




^iVCIO.MPTON'S 

Ni'.wMri)iA 

Rit.\in\S( 

Ctris 

entertainment 

ml 

^ACCESS 



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lieelMtigk Adiipter 



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Only RGGlMsgic MakGS It RggI. 

«1Q93ajn«OMMi.b«;.ll«&jfrwt>!sytsbg.ir.nn,W'!r.slU«»rvrt(«IRccMaj»=siiV«lr».ktj(r.|tPi.ir>!««,l-^ Al r.J>r hntKl naimi .i-.tl i.nxlc.o,; „i,w 


Circle Reader Service #1 10 



Software Sorcery was bewitching CES 
attendees with Ae^s: Guardian of the Fleet. 
The game emphasizes both the tremendous 
defense capacity of this technological mar- 
vel and its flagship task force capabilities as 
well. According to the scenario, gamers may 
deploy helicopters, carriers, cruise missiles, 
or even land-based air. Moving up in difFi- 
culty level offers limited views of the 
enemy, and advanced AI which responds to 
every maneuver. The electronic counter- 
measures have a good feel to them, and the 
random mission selections add a great deal 
to the replayability to the CD-based prod- 
uct. 


One of the big surprises at the show was 
a CD-ROM on SEGA from Extreme called 
Third World War. Solitaire only, it lets the 
gamer serve as the ruler of a country vying 
for global domination. Every country has 
specific enhanced capabilities: Japan is 
strong economically, Israel is tough militar- 
ily, Libya can crank out terrorists. Unlike 
most “game machine” products, the game 
is serious in its treatments of chemical and 
nuclear warfare, which cause you political 
problems, bring embargoes against you, 
and can even plunge the world into a 
nuclear holocaust. Even in conventional 
warfare, any buildings you destroy have to 
be rebuilt when you conquer other coun- 
tries. Shore bombardment, mobilization, 
165 different weapons, riots, spy satellites, 
treaty negotiations, and even the stock mar- 
ket must be balanced to achieve victory in 
this richly detailed game. 

Would-be economic giants can build 
their empires on a galactic scale with 
Mechamander from Mindcraft. In the far 


future. Earth’s resources have been deplet- 
ed, and the cosmos must be exploited. 
Players oversee mining expeditions and mil- 
itary actions versus their competitors, in a 
cross between M.V.L.E. and Starship 
Troopers. 

It s A Winner 

Battlecruiser 3000 AD (Mission 
Products) looks like one of the richest strat- 
egy games we’ve seen in a while. Originally 
designed for Three-Sixty Pacific, this com- 
bination space conquest strategy/flight sim- 
ulator/role-playing game was abandoned by 
its first publisher because the two 
year project was turning into a 
four year project. Now, designer 
Derek Smart has teamed up with 
veterans from Velocity Software 
to produce a huge product. 
According to Smart, there will be 
5 MB worth of data on the game 
universe to explore. Gamers can 
play for hours, just exploring. 
They never have to trigger the 
game’s plot if they don’t want to 
do so. Casual gamers may be put 
off by the game’s detail level, but 
the good news is that nearly 
everything in the game (except 
piloting the craft during the 
flight simulation portion of the game) is 
menu-driven. 

The strategic game is based upon a cos- 
mic “domino theory” where the Gamulans 
are taking over the galaxy planet by planet. 
One of the best aspects of the game is its 
treatment of AI. All communiques in the 
game are parsed and filtered through the 
neural-networkcd AI database. This means 
that the computer-controlled races learn as 
gamers interact with the universe. In addi- 
tion, Smart has applied his experiments in 
AI to the crew AI. The crew members 
improve or devolve according to the 
gamer’s performance as captain. 

Throwing A Curve? (Sports) 

Two of the most exciting sports games 
are built upon interface and design technol- 
ogy that has already proven successful. 
Dynamix has a baseball game cut from the 
same cloth as their Front Page Sports 
Football Pro, and Strategic Simulations, 


Left (o right: 

D-Day (Impressions), 
Aces Of The Deep (Dynamix), 
Front Page Sports Baseball (Dynamix), 
3DO was heavily into sports 

Inc. has recruited Don McFadden’s 
Strategy First crew to create a new hockey 
program with league utilities and interface 
drawn from the Tony LaRussa Baseball II 
experience. SSI is keeping the latter under 
wraps until later this year, but Dynamix is 
attempting to garner an MLBPA license for 
its product. The game is expected to use a 
physics-based, as opposed to stat-based, 
model, but lest stat fans be disappointed, 
will feature 530 statistical categories. 
Naturally, it will feature the functionality 
of the football game, but the interface will 
feature windowing and pull-down menus 
that should make the game more friendly 
than its predecessor. Gamer-defined aimera 
views will play a major role in the product. 

Unnecessary Roughness was being shown 
by Accolade, even though it had shipped 
just prior to the show (see this issue’s 
“Taking A Peek”). Also, Accolade publi- 
cized, but did not demonstrate two other 
personal computer titles: Barkley: Shut Up 
and Jam! (streetball-scyie basketball) and 
Brett Hull Hockey. 

Meanwhile, game companies were 
falling all over themselves to put out new 
versions of best-selling sports games. John 
Madderi Football was completely redone for 
the 3DO format, and looked impressive 
enough to entice even the most jaded of 
sports gamers. Sony’s ownership of ESPN 
gives them plenty of heat on the mound, as 
ESPN Baseball for Sega gets ready to ship 
by May, with the PC version arriving short- 
ly thereaffer. ESPN Football, however, isn’t 
scheduled to ship until the start of the NFL 
season. With sound effects from Chris 
Berman, this may be what Hardball III 
wasn’t, especially since it is being developed 
as a CD-ROM only title. None of the 
games we viewed were guaranteed modem- 
capable, something of a surprise given the 
"connectivity" buzz at the show. 

New golf products continue to appear, 
including some interesting products on 
unexpected formats. Panasonic’s True Golf 
Classics: Pebble Beach Golf Links for 3DO 
features CD-sound and full-motion video. 



Jim Rose and Keith Zabalaoui show off Avalon Hill's 
upcoming computer game lineup. 


Page 28 


Computer Gaming World 




From Those 
Wonderful Folks 
,Who Gave You 
Gridlock, BlaciHHits 
and Runaway Taxe^ 
Comes Raw Sewage, 
Yellow Journalism 
and the Subway 
at3ajn. 




Evidently, Panasonic is going toe-to-toe 
(tee-to-tee?) with Links 386 (Access), who 
just released its own Pebble Beach add-on, 
Virgin is entering the fairway fray, as well, 
with a new conversion of Links for the 
Sega. Also, a new company called 
IntelUmedia is launching an entire line of 
sports instructional programs, led by ESPN 
Golf: Lower Your Score With Tom Kite, 
where the format offered by 3DO allows 
much more interaction than a mere VCR- 
based system. 

In addition to the console games, the 
Newton has two products for sports fans. 
Fingertip For Golf from Fingertip 
Technologies uses the Newton’s portability 
to call up stroke information and course 
layout, as well as to tabulate wagers. The 
company also plans to have Stats, developed 
with Stats Inc., ready for baseball fanatics 
to help develop their own play-by-play 
commentary, by the opening of the Major 
League Baseball season. 


Dark Legions by SSI offers strategy with a fantasy twist. 

System), the game plugs into Rules of 
Engagement II for boarding actions. New 
World Computing has also entered the 
sequel race with Heroes of Might & Magic. 
Actually, the strategy game is basically 
King’s Bounty //with much bigger character 
sprites and nicer graphics. 

QQP has built most of its reputation on 
strategy games. In addition to the 


Of course, the entertainment industry 
has another tradition, and it was perfectly 
demonstrated in the show at Treasure 
Island. During one show, the ship sank and 
the captain went down with his ship. 
Unfortunately, there was a technical glitch 
that caused the ship to stay submerged 
longer than it normally did at the end of 
the show. The actor playing the captain had 
a snorkel with which to breathe, but stayed 
underwater a good five or six minutes extra. 
He stayed in character the whole time, fol- 
lowing that age-old tenet of show business-- 
the show must go on. 

That's the good news about this year's 
CES. The show is going on. The special 
effects are getting better, the subject matter 
is expanding, and new publishers are 
appearing all the time. That's what we love 
about the world of computer games— some- 
thing interesting is always going on. From 
what we've seen, 1994 should be no excep- 
tion. Who knows? We might even end up 
with more substance than glitz, csw 


Divide and Conquer 
(Strategy Games) 


Hybrid games and new innovations on 
proven concepts pretty well summarizes 
this year’s crop of strategy games. SSI’s 
Dark Legions is a fantasy strategy 
game that is really more like the 
classic Stratego than a wargame. 

Dark Legions offers an “over the 
shoulders” view of the game 
board for movement and spell- 
casting with a switch to a top- 
down view for arcade-style com- 
bat. Action zooms in and out 
when in combat mode to track 
the player’s character. Games can 
be configured to allow for play 
sessions as short as 20 minutes or 
as long as several hours. Modem 
and network play are supported, 
but only for two players. 

Mindcraft’s Dominion is a fanta.sy/strat- 
egy in a similar vein. The difference is that 
Dominion takes more of a dynastic perspec- 
tive than most strategy games. Each king 
must use his ministers to preside over his 
realm in both war and peacetime, and 
short-term trade-offs can be costly in the 
long run. We also know that the designer 


of the game has worked very hard on the 
routines for the artificial opponents. 

Bullfrog’s Theme Park, to be published 
by Electronic Arts, is a SimCity-sty\t game 
with vibrant colors and child-like anima- 
tion. The object of the game is to build up 
an amusement park with the right balance 
of attractions and vendors to increase atten- 
dance and profits. Different tiles are placed 
as in a Maxis game, but the graphic look is 
quite different. 

What Theme Park is to the amusement 
park business. Impressions’ Detroit is to the 
automobile manufacturing business. 
Instead of placing tiles a la ShnCity, gamers 
move about a graphic interface to schedule 
research and development, assign assembly 
workers, plan marketing campaigns, and 
rake in the profits. The design team has 
been listening, since it is ea.sy to get a report 
from any section of the game at any point 
in the game play. 

With regard to sequels, another 
Impressions game may disappoint the fans 
of its predecessors. Breach 3 uses real-time 
combat. The good news is that the game 
supports a tree-based campaign and features 
a mission builder utility. Also, in keeping 
with Impressions’ IGS (Interlocking Game 


Theme Park 
Detroit (Impressions), 
True Golf, Pebble Beach (3DO/Panasonic), 
Breach 3 (Impressions) 


wargames discussed earlier, the company is 
expanding its line of abstract strategy 
games. For example. Bridge Olympiad is a 
simulated international competition that 
could do for contract bridge what Solitaire's 
Journey did for solitaire. In addition, Zig 
Zagis a word puzzle game that plays some- 
thing like the table game, Mastermind. 
Finally, Origmno is a very attractive puz- 
zle/maze game. Each room has a different 
motif which can be anything from ancient 
Egypt or China to Alice in Wonderland. It 
even has variety in the way gamers can 
score themselves in puzzle-solving. 

And now for something completely dif- 
fetent, or maybe not. Puggsy is an interest- 
ing Sega-CD game, a non-violent, 
Lemmings-WVz title designed to appeal to a 
broad audience. With high quality anima- 
tion and a CD-quality soundtrack, Puggsy 
offers very addictive game play over 50 lev- 
els of mind-twisting puzzles. 

And There’s More 


Page 30 


Computer Gaming World 


ms i I li ma % 



Now Entering SimCity 2000 



Beneath the polished facade 
lies a seething cauldron of 
angry taxpayers, broken water 
mains and other dial- 


More SimCity flavor— less salt. 

Tliedesalinizalinnplavt [lumps lengeS that Will take 
fresh water into pipes you lay in 

the nm underground Iml. you UptOWn, doWIl- 
town, even underground. Now entering 
SimCity 2000 — the ultimate city simulator. 




This long-awaited 
follow-up to our software land- 
mark, SimCity® makes simulat- 
ed real estate, in a word, 


;/ 2000 comes 
complete with a daily paper 
that may have you wanting to 
repeal the first amendment. 


realer. In it, you get multiple 
viewing angles. You get to 
import your old SimCities. You 
get to terraform your 
landscape. You get 
total control of a sub- 
terranean web of water pipes and sub- 
ways. And you get it all in gripping, 
eye-imploding 3-D. 


Take a byte out of crime. 
Build SimPrisoiis — along 
with SimHospitals, SimSchools 
and other city SimSendccs. 


So pack up those old programs and move to SimCity 
2000. Everything that started the SimCity revolu- 
tion. In a vivid new evolution. 


The Ultimate City Simulator. 



Available for IliM PC & coiiipalibies and Maciiilosh, © 1993 Sim-Hiisiticss, All riglils resurveti. SimCity 2000 is a traik-mark of Sim-Iiiisincss. Maxis and SimCity 
are regisieml trademarks of Sim-lkisiiiess. l or prodiie! or ordering infomialion, ronlacl your local retailer or call I -8()0-:{3-M/WIS. 


Circle Reader Service d75 


Review 




isrcr past. 

'fhcrc are other actors featured, too, of- less 
renown but no less ahilit}': Virginia Capers is 
a piquant narratress, making each “You can’t 
do that” delicious in her luxii- 
rious N’wallins drawl; Lcilani 
lones plays the exotic and dan- 
gerous Malia Gedde to the hilt; 
and Jim Ctimmings (leshes out 
no fewer than seven characters 
with his gravelly tones, most 
memorably a no-nonsense desk 
sergeant at Mark HamilFs po- 
lice station. 

Why focus so much attention 


on the voice actors and their performances? 
Because the strongest impression you come 
away with after playing Gnhricl Knighton CD 
is that it is an exceptionally well-performed 
game. Not a well-written game, though it is 
that, too, nor a well-designed or -packaged 
game (though the package oi the CD edition 
is certainly memorable), but a game that is 
awfully well-performed. The actors don’t 
merely throw their talents into the artistic 
l^ot; they take control oi the game, com- 
manding the player’s attention and adding a 
whole new layer of texture and reality to the 
game’s various ungodly goings-on. 

'fhat the actors grab the spotlight may not 
be fair to Jane Jensen, who wrote the game, 
or to Robert Holmes, who composed its 
score, or to any of the dozens of other artists 
and behind-the-scenes toilers who brought 
Gabriel Knight from conception to comple- 
tion, But that’s the name o! the game: no one 
remembers the screenwriter of Bride of 
Frankenstein or the composer who worked on 
The Shhiing. Everyone remembers the stars. 


Gabriel Knight: Sins of the Fathers 


G.ibfiH Sins of tiu' f .ilhi'fs 

S()9.9S 

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VOICE5 

Sierra’s 


by Charles Ardai 


W atching computer games mature is 
a little like watching a time-lapse 
photography film ol a llower 
blooming or the giant balloons being inHatcd 
for the Macy’s Thanksgiving Day parade. It 
feels like only yesterday that games with 
spotty animation, minimal sound, no speech, 
and brainless storylines were hubristically 
calling themselves “interactive movies,” to 
the amtisement and derision of players every- 
where. No longer: today we have games like 
Gabriel Knight: Sins of the Fathers. 

Even in its floppy-disk incarnation, Gabriel 
Knight contains audio and video that out- 
shines any cartoon on television and a storj^ 
that could scare the bejeebers out of Stephen 
King (assuming that after all these years he’s 
got any bejeebers left). Add the improve- 
ments the CD-ROM edition introduces and 
yotfve got a steiTng example of the new 
generation ofgames, one of the rare titles that 
lives up to the promise of the overhyped tag 
“multimedia.” 

Gabriel Knight stars — yes, stars — Tim 
Curiy; he's gor the title role and, 1 suspect, 
more air time here than in all of his movies 
put together. It co-stars such pop-culture lu- 
minaries as Michael Dorn (Worl on Star 
I'rek: 'The Next Generation) and Mark Hamili 
(Luke Skywaiker from Star Wars) in bravura 
turns as an ominous voodoo expert and an 
excitable police officer, respectively. It even 
finds r<K)m for a cameo by that smooth old 
lizard, Id'ram Zimbalist, Jr., as a mystical 


Paw 32 


Computer Gaiiiiiii: World 




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Extended memory <XMS}, expanded memory (EMS), ioystick, mouse, AdLib, Sound Bloster or compatible cards ore optional. ' ' ' 
Trademarks belong to their respective owners. 

O'rcle Reader Service 1130 . ~ ; 


A001CGW 





Gabriel Knight is the first 
authentic all-star computer 
game, and as such can afford 
to showcase its performers as 
its primary feature. 

Is there a downside? Of 
course; there is always a 
downside. Here it’s that diere 
is a /of of dialogue contained 
in this game. Most interac- 
tions contain a dozen, some 
even two dozen, different 
question-and-answer ex- 
changes, any of which the 
player can access more or less 
at will. The result is that you 
find yourself having much 
longer conversations with 
each character than are really 
necessary, just to hear all the 
different, well-performed 
lines of dialogue. Further- 
more, you don’t just click on 
each topic once; you click on 
each topic several times, since 
a single topic will often con- 
tain six or seven different bits 
of dialogue and you never 
know when the sixth thing a 
character says in response to 
Gabriel’s “What else do you 
know about voodoo?” will 
contain a vital clue to the 
bloody ritual murders the 
game wants him to solve. So 
you keep clicking and clicking 
and listening and listening. 

And enjoying. So what’s the 
problem? The problem is that 
suspense and horror are gen- 
res that depend on the relent- 
less, unimpeded unfolding of 
a story. Comedy is different: 
the mood is not diffused 
when you spend twenty min- 
utes bantering with the bar- 
flies in Freddy Pharkas. The 
mood in Gabriel Knight, alas, 
docs occasionally dissipate as 
one plunges ever deeper into 
discourses on the Old Coun- 
try with Gabriel’s grand- 
mother. The game always 
recovers rapidly with yet an- 
other murder or disappear- 
ance or ambush or nightmare, 
each guaranteed to quicken 
the player’s pulse, but it has its 
share ofvalleys as well as peaks. 

One solution might have 
been to have the topics that 










are listed on the conversation 
menus change color once the 
player has exhausted all valu- 
able information. Players 
who are inclined to pursue a 
conversation further just for 
the joy of making Tim Curry 
say what you tell him to 
could do so, while tho.se who 
want to keep the adrenalin 
flowing could exit the scene 
and get on with the ca.se. Per- 
haps Sierra will include this 
feature in Gabriel Knight 2, 
which they tell me they are 
already working on. For Vol- 
ume One, players just have 
to grin and hear it. 

Why Is This Knight 
Different From All 
Other Knights? 

Sierra entered into the 
creation of Gabiiel Knight 
with the intention of reviv- 
ing what has been at best a 
.sporadically vital genre of 
computer games. There have 
been plenty of monsters in 
games, but there has been 
precious little horror and 
even less in the way of sus- 
pense. The incomparable 
Steve Meretzky pulled off 
the latter in the nail-biting 
climax of Planetfall, and 
Dave Lebling drummed up 
some of the former in The 
Lurking Horror (both titles 
from Infocom and both, no- 
tably, text adventures), but 
recently there haven’t been 
many titles, let alone good 
ones, to speak of. Alone In 
The Dark, yes, but tiy to 
name another! 

Into this vacuum (some 
might call it a “market 
niche”) comes Jane Jen.scn, 
hot off her triumph as co- 
author of the best-selling 
thougii somewhat vapid 
King’s Quest VI. Her sweet 
streak having been sated by 
the adventures of Prince Pu- 
bescent in the Ixind of Cute, 
Jensen now unleashes her 
sour, her acrid, her steamy, 
and her vicious streaks all at 
once. Any game that opens 
with a woman being burned 


Page 34 


Computer Gaming World 



They WERE DESPERATE, 
DARING AND DEADLY! 


CHALLENGE the enemy at the battles of Coral Sea, Midway. 
Eastern Solomons, Santa Cruz, and the Philippine Sea! 

COMIVIAND U.S. or Japanese forces! 

PILOT any of ten historically-accurate planes, each with its 
authentic cockpit and flight characteristics! 

SWEAT over the comprehensive strategy for ail naval forces! 

EXPERIENCE the thrill of head-to-head dogfights with a 
friend via modem connection. 


The relentless gunfire of 
Japanese Zeros. Gravity- 
twisting dive-bomb 
attacks. Dropping 

torpedo "fish" on unsuspecting carriers. There’s no room for error 
when you’re a naval aviator in 1942, The Pacific Air War, the ultimate 
simulation of air combat in the South Pacific. 

Taking on the same challenges that World War !l fighter pilots faced, 
your tour of duty includes some of the most heroic battles ever fought. 
Battles that will have you chasing down Wildcats, Corsairs, and Zeros 
in death-defying dogfights. Performing high-speed dives upon heavily 
defended carriers. And pushing your skills to the limit as you master 
WW II air combat in an innovative virtual cockpit. 

The outcome of the war in the Pacific turns upon your actions. 

Your task force is depending on you. And the skies are yours to 
control in 1942, The Pacific Air War. 


1993 MicroProse. ALL RIGHTS RESERVED. 
For IBM-PC/Compatibles. 


THE PACIFIC AIR WAR' 






alive, blood sparccring a necroman- 
ric talisman, and the main character 
dreaming of being hanged in a 
crashing lightning storm is as far 
from Kings Qiiesi's Green Isles as 
anyone could hope to get. 

Gabriel, as the player knows 
from reading the rather too artsy 
but still gripping graphic novelette 
chat comes with the game, is the 
spawn of a Cursed Idousc. An an- 
cestor hired to hunt down and cap- 
ture a witch in the long hot 
summer of 1693 found and bedded her in- 
stead — then betrayed her to the bloodthirsty 
mob. Gabriel’s family has been plagued with 
troubled sleep, and worse, ever since. 

Jump to the present: Gabriel is a rare book 
dealer and low-end novelist in the French 
Quarter of New Orleans, unaware of the 
legacy he carries in his besmirched soul. 1 he 
papers are full of stories about 
a modern voodoo cult and the 
hall-dozen murders it has car- 
ried out. Under the pretense 
of researching his next book, 

Gabriel looks into the matter. 

What he finds not only puts 
him in mortal danger but 
forces him to take on the an- 
cestral mantle of the shatten- 
jnger- — witch-hunter — at 
great peril to his immortal 
(and newly cleansed) soul. 

Yes, it’s all a bit much, in the 
way horror stories always are; 
rather too much to take seri- 
ously, in fact, and, sure enough, the horror 
evaporates once you turn the monitor off. 
What a spell it weaves, though, while it is on! 
Each scene is painted realistically, so that the 
game appears to be taking place in the real 
world, yet the setting is sufficiently peculiar 
all by itself that it raises the hackles on the 
back of your neck. The music is seductive and 
dark, ditto most of the voices, which seem to 
rumble out of the pits of the actors’ abdo- 
mens. Dorn’s Dr. John deserves to be singled 
out: he is wonderfully throaty, only lapsing 
once or twice into the harsher tones fans think 
of as “Worf-speak.” 

The murders are depicted with no shortage 
of gore, one of several factors that may make 
Gnbricl Knight a prime candidate to receive 
one of the “intended for adults” ratings the 
software industry is currently hot to impose 
on its more explicit material. (A grouchy 
chess player who keeps muttering “sono- 
fabitch” to himself would probably be an- 
other.) Yet what makes this game 
unquestionably a piece of “adult” software is 


not so much the occasional raw language or 
image, but its tone and subject matter as a 
whole. 

Gabriel Knight throws the player convinc- 
ingly into the world of satanism and live sacri- 
fice, of seedy and lecherous New Orleans 
(exemplified by Knight himself, who is never at 
a loss for a leer ora muttered innuendo), and of 


bending the rules till they just about break. 
At various points, Gabriel impersonates a cop 
and a priest, uses someone else’s credit card 
to fly around the world, and (most question- 
able of all) sics a street mime on an unsuspect- 
ing victim. It’s all harmless enough for players 
old enough to know what’s what, but a good 
example for the younger set it ain’t. 

The younger set would probably also run 
into some trouble with the mechanics of the 
game, which are only partially similar to those 


in other Sierra games. The ftmiliar command 
line is there in all its point-and-click gloiy, 
but the game’s plotting and puzzles are much 
more complex than usual. The game also 
relies much more on conversation than is 
typical for a Sierra game, and specifically on 
noticing subtle clues in what people tell 
Gabriel. This is not to .say that the game 
doesn’t have its maze — of course it doe.s — 
and its obligatory pseudo-action sequences, 
but the emphasis is very much on character 
interaction. 

One consequence is that the characters 
come to life in a way that no previous Sierra 
characters have. You don’t know what King 
Graham drinks with breakfast or what Roger 
Wilco worries about when he turns out the 
lights at night: with Gabriel, you know both, 
and many other things beside. Gabriel has the 
makings of a first-rate series character, albeit 
a troubled and disturbing one. It will be 
interesting to see ifSierra has the courage 
to remain true to the character, follow- 
ing him into whatever dens of depravity 
his fate leads. If they do, they may have 
on their hands a very adult work, 
indeed. 

Good Knight 
One of many things that make 
Gabriel Knight remarkable is that 
it infuses the most mundane ad- 
venture gaming taslcs — scouring 
one’s inventory, for instance — 
with vibrance and character. For 
this general level of fun, the actors 
deser\'e all the credit: they make 
even lame gag lines palatable. 

What takes the game past “palatable” and 
even “fun” to “wholly engrossing,” on the 
ocher hand, is a combination of good acting, 
good plotting, and good scripting, plus art 
and music effective enough to permit a real 
suspension of disbelief. Looking back on the 
game after you’ve finished it, it’s ea.sy to sec 
chat, with all its faux-mythic huggermugger 
and hysterical visions of evil, Gabriel Knight 
is really a preposterous bit of silliness — but 
then again, that’s also true of Fred 
Astaire dancing on the ceiling, Ar- 
nold blowing up buildings, Harri- 
son Ford fending off Thuggees 
with bis bullwhip, and Anthony 
Hopkins slavering over his fava 
beans. Like these bits of cinematic 
history, but unlike most computer 
games even today, Gabriel Kiight 
is top-notch, Hollywood-quality 
entertainment. If we are lucky, it 
might be the start of a trend, cbw 




Gabriel Knight contains 
audio and video that 
outshines any cartoon 
on television and a story 
that could scare the 
bejeebers out of 
Stephen King. 


I’ti};e 36 


CtiingtiWr Giiiitinfi Wtnid 




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Review 





DOOM h easy to install and configure, and 
it can be up and running in minutes. The 
screen size, graphics detail, sound, music, and 
control options are easy to adjust, accoinnio- 
dating a variety of systems and playing pref- 
erences. DOOM can be controlled with a 
keyboard, mouse, or joystick, with the ability 
to custom-configure each controller to the 


player’s taste. Difficulty levels can also be 
adjusted, helping novice Space Marines have 
fun without getting their faces 
quickly chewed off. 


DOOM 


I’ve ever encountered in a PC game. Fully- 
functional stairs, elevators, and moving plat- 
forms are common, wirh many structures 
containing two or more levels. The deadly 
crushing ceiling traps and toxic rivers are 
beautifully rendered, and are ready to snare a 
reckless Marine. Shadows, strobe lights, fan- 
tastic architecture, and the occasional view of 
surreal lunarand infernal landscapes combine 
to form a deliciously nightmarish experience. 
The macabre imagination of veteran game 
designer Sandy Petersen (who designed the 
Call of Cthulhu role-playing game for 
Cliaosium) is ver)' evident in DOOM's dev- 
ilishly constructed levels and ceric theme, 
giving the lavish graphics a brooding, sinister 
flavor. The game’s first-person view is top- 
notch, incorporating a variety of subtle im- 
provements over id’s earlier titles. The 
weaving and bobbing viewpoint that results 
from running and jumping is a wonderful 
touch that’s almost too natural to notice! 

Owners of a Sound Blaster or compatible 
sound card are going to love DOOA/s superb 
digitized effects. The monsters growl, scream, 
roar, squeal and hiss, while the stoic Marine 
winces in pain and gasps for breath. Anx- 
iously listening as the breathy snarling of 
approaching creatures grows louder is not just 
thrilling, but downright spooky! The aggres- 
sive weapon sounds are equally realistic, ca- 
pable of rattling tooth fillings if piped 
through amplified speakers. The background 
music is a good touch, going from fiist and 
frantic to chilling, skillfully capturing the am- 
biance of each scenario. 

Something Under The Bed 
Is Drooling 

It won’t take long to encounter DOOM’s 
eager monsters. As loathsome as the Nazis of 
Wolfenstei}! 3-D were, DOOM's enemies are 
positively despicable! From possessed ex-Ma- 
rines to drooling denizens of Well itself, 
gamers will find themselves being 
chewed, clawed, scorched and shot. The 


id Whistles 


W irli Wolfenstein 3-D and Spear of 
Destiny, id Software established 
itself as king of the action-game 
hill. 'Fhe outstanding graphics and first-per- 
son 3-D environment of these games so con- 
vincingly immersed players in their world 
that some players were known to actually 
duck and swerve in their seats, and to be 
noticeably startled when 
jumped by a lurking Nazi 
guard. Since these oveiwhclm- 
ing successes, id Software has 
been working hard on their en- 
core while eager gamers have 
been whispering one word: 

DOOM. It’s here, and it was 
worth the wait. 

DOOM casts the player as a 
courageous Space Marine in- 
vestigating trouble at a futuris- 
tic research base. 'I'his 
investigation quickly becomes a 
desperate fight for survival, as vicious crea- 
tures and dangerous traps threaten the player 
at every 3-D turn. DOOM’s adventure un- 
folds in three increasingly difficult episodes, 
“Knee-Deep in the Dead,” “fi'he Shores of 
Hell,” and “Inferno.” Each episode features a 
different theme with several locales to ex- 
plore, and each offers a remarkable variety of 
scenery, monsters, weapons, and special items 
to gather, all adding up to a wondcriully 
involved and engaging game. DOOM also 
repre.sents a huge technical improvement 
over id’s earlier titles, giving the garners what 
they asked for, and the industry a new bench- 
mark. 


TITLE: DOOM 

PRICE: $40.00 

SYSTEM; IBM 

REQUIREMENTS; 3»(.DX or belief (4H(> recoin- 

mcncloci), 4MD RAM, VGA 
j^raphir.s, 17Mfi hnrtl disk 
s|)>!ce; sup[)c;rls Sound BLiMor 
.nul comp.ilible sound r .irds 
PROTECTION: None 

DESIGNERS: lohn Carmaek, Sandy Peiersen 

lobn Romercj, Dave Taylor 
PUBLISHER: id Software, 

l-flOD-ID-CAMES 


Satan’s Sensory 
Symphony 

doom’s first-person 3-D 
graphics are simply dazzling. 
The detailed textures of the 
walls, ceilings, and floors, the 
superb shading effects, and the 
fluid animation provide the 
most believable environment 


Page 38 


CompuJer Gaming W'orhl 



eight different types of “normal” monsters 
are very dangerous, possessing unique attacks, 
intelligence, durability and voices. The clev- 
erly-designed Spectres are particularly tough, 
sporting an invisibility effect very similar to 
that of the otherworldly antagonist of Preda- 
tor. To make matters worse, each episode has 
at least one fearsome super-beast that must be 
dispatched to continue the adventure. 

While the monsters are tough and plentiful, 
they hate each other nearly as much as they 
hate the player’s heroic Marines. Using this 
enmity to advantage, a savvy player can cause 
different species of angry creatures to inadver- 
tently attack one another. When the sibling 
rivalry turns nasty, the player can dash away 
and watch the fracas from a safe distance. 
With the huge end-level guardians often sur- 
rounded by an escort of different monsters, 
causing a family feud is often a winning strat- 
egy! 

With the bad guys enjoying numerical su- 
periority, players will appreciate the handy 
selection of potent weapons. The pistol with 
which the player begins the g-amc won’t do 
much, but pump shotguns, rapid-firing 
multi-barrel machine guns, and powerful 
rocket launchers can be found early in the 
game. Diligent players can also unearth 
plasma rifles and the Ultimate Weapon, the 
BFG 9000. 'I'hose in dire straits can always 
resort to fisticuffs, but finding a chainsaw 
lying around can add new meaning to the 
term “wet work.” While I found the shotgun 
to be the most useful for “close encounters,” 
many situations seem tailor-made for a par- 
ticular weapon. During the numerous fire- 
fights, veterans of id’s earlier games will notice 
some nice new couches. Errant bullets realis- 
tically ricochet off walls, while rounds hitting 
their mark tear chunks of flesh from the 
unfortunate target. A particularly amusing 
feature is the ability to send a charging mon- 
ster hurtling backwards with a close-range 
blast from the shotgun. It’s also not uncom- 
mon to see creatures tumbling off ledges 
when breaching their last, reminiscent of a 
Wild West shoot-out. Gamers who like their 
computer combat brutal and 
bloody will find DOOM serves 
up an all-you-can-shoot buffet. 

DOOM also has many useful 
items scattered around to help 
the player suivive, evade, resist 
and escape, Extra ammunition, 
healing kits, various types of ar- 
mor, and high-capacity back- 
packs are valuable finds. Certain 
computer chips augment the 
handy automatic mapping 
function, revealing that level’s 


complete floor plan, secret 
doors, and hidden rooms. Vari- 
ous mystical globes can give a 
health-point supercharge, grant 
partial invisibility, or even tem- 
porary invulnerability. My per- 
sonal favorite was the Berserket 
Pack, which provides tremen- 
dous hand-to-hand combat 
ability as well as a health-point 
boost. Astute players will also 
find the toxic-waste barrels scat- 
tered throughout the complex 
make great bombs. When faced 
with a room-full of snarling beasties, shooting 
a barrel will cause the contents, and any 
nearby monsters, to detonate in a gratuitous 
display of destruction. 

Hell, Hell, The Gang’s All Here! 

Perhaps the most exciting feature of 
DOOM is its multiplayer capability. Up to 
four players can join in over an IPX-protocol 
network, Version 1 .2 of DOOMalso provides 
modem play at speeds of 9600 baud or faster. 
Multiplayer games can be played coopera- 
tively, or as cutthroat DcathMatches where 
anything that breathes is fair game. Coopera- 
tive sessions are a great deal of fun, and can 
easily become rollicking all-night affiiirs. 
Many gamers are going to have flashbacks of 
the movie Aliens, as they and their fellow 
Space Marines face the lurking terrors of 
DOOM as a close-knit team. 

On the other hand, the open-ended Death- 
Matches may be the most intense gaming 
experience available today. The ever-present 
monsters are bad enough, but add some 
twisted human opponents looking to use 
chain saws on each other and there’s a seri- 
ously antisocial situation in the making. Dur- 
ing one particularly ugly DeachMatch, 1 
became so fixated with stalking a human op- 
ponent that an unseen Spectre was able to 
sneak up and jump my hapless Marine from 
behind. The resulting adrenaline surge, 
mixed with the tremendous suspense of the 
hunt, actually caused me to break my cher- 


s rr~ ' ' . 

... , ■ ... \ 

HSALTH .IrtSWS 



ished Thrustmaster joystick! That’s how in- 
tense multiplayer DOOM can get! There have 
been reports of major corporations and even 
other computer-game companies [and com- 
puter game magazines -Ed] issuing memos spe- 
cifically forbidding their employees from 
playing DOOM on company time. Jay Wil- 
bur, CEO of id Software, summed it up best: 
“If you haven’t played multiplayer DOOM, 
you haven’t played DOOM.'” 

Misfires 

With some companies releasing bug-filled 
games that are little more than boxed beta- 
copies, I’m pleased to say that I’ve encoun- 
tered no technical problems with DOOM. 
This is pretty remarkable considering the 
crude network environment and variety of 
machines it was reviewed on. The only com- 
plaint I’ve heard more than once referred to 
difficulties running DOOM under OS/2. 
The only quibble I can muster regards the 
ho-hum endgame. 7'he ultimate end-level 
monster was too easy to kill, and the following 
“attaboy” sequence was something of a let- 
down. However, given DOOMs many 
strengths, these minor complaints carry v’cry 
little weight. 

Locked, Cocked, and 
Ready to Rock 

DOOM is a virtuoso performance. Stun- 
ning graphics, pulse-pounding sound, intense 
gameplay, and multiplayer mayhem combine 
to form what is probably the best action game 
to date. Those squeamish about intense vio- 
lence, dark undertones, and mangled joy- 
sticks should probably look for more 
pedestrian fare. However, hot-blooded play- 
ers looking to have the time of their gaming 
lives arc simply going to love DOOM. 

(The author can he reached for fitrther com- 
ment on America On-Line at Walkerdd, or 
CompuServe at 73472,3 M3) cgw 


March 1994 


Pose 39 





An ancient lietra 
must Lc unveiled 
Secret 1: 


Y ou sLumlJe upon 
a Latiered old Lool 
and find yourself 
transported to tke 
island of Myst. 

Now you liave no 
otlier clioice tut to 
explore. As you do, 
it quickly tecomes 
apparent tliat soine- 
tliing lias gone wrong, 
1 erritly wrong. 


books concealed 
on the island of Myst 
lead tlie way to worlds 
Lorn of a master 
stoiydeller's imagina- 
tion. Yet one Ly one, 
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Review 



Possing Judgment 
On n Pop Icon 

Kirk, Spock, And The Star Trek Gang 
Meet New Galactic Dangers 
In Judgment Rites 

by Allen Greenberg 


F or Star Trek kins, 1991 was a signiPi- 
canrycar. In thcycarwhich marked the 
25th anniversary ot the sliow’s pre- 
miere on network television, the casts of two 
generations stood side by side with their crea- 
tor, justifiably proud of the series’ ongoing 
success, ft was a year of heartfelt farewells, as 
Star Trek lost its creator, and the original 
crew appeared in what was stated to be their 
last feature film. Talk of future Star Trek 
projects seemed ubiquitous, while cloomsay- 
ing critics of The Next Generation earned a 
spot on the galaxy’s list of endangered species. 



For computer gamers who had not enjoyed a 
good ride in the captain's chair of the Enter- 
prise since the original Star Trek appeared on 
mainframe computers some 20 years ago, it 
was the year that the classic Trek characters 
were finally given rcspcciahlc representation 
in interactive entertainment. Interplay’s Sttir 
Trek: 25th Anniversniy game was a collection 
of episodes belonging to a season-that-never- 
was from the original series. The episodes 
were presented in standard, graphic adven- 
ture format and were interspersed with outer- 
space combat simulation. 

In constrast, 1994 is overshadowed by em- 
bittered Star Trek actors-turned-writers, and 
the uncertain transition of Picard and Co. 
from the small screen to the big screen. In 
spite of this, computer gamers who enjoyed 
Interplay’s version of the original series will 
be pleased to learn that with Star Trek: Judg- 


ment Riles, yet more adventures have been 
rescued from the obscurit)’ of non-existence. 
Once again, boldly returning to where no 
man had gone before. Interplay embraces the 
original series with all its quirks, cliches and 
characteristics, endearing the game to those 
who have followed the Star I'rek saga for over 
25 years. 

Judgment Rites is presented in the same 
multi-episode format as the original 25th An- 
;//w';wr)'gamc and expands upon many of its 
features. While the ship-to-ship arcade exer- 
cises remain, players arc no longer 
forced to participate in them 
against their will. Further, those 
who do participate now have two 
levels of difficulty from which to 
choose. The individual adventures 
are far more interesting, and sev- 
eral minor characters from the 
show have been given significantly 
larger roles in the game. In the 
background, a new alien race 
judges the crew’s actions and waits 
for the right moment to introduce 
themselves. 

Cling On Combat 
It is somewhat easier to imagine Luke Sky- 
walker as a participant in the battle sequences 
rather than the command crew of the Enter- 
prise. In combat, the large starship suddenly 
becomes as agile as a small fighter in a zero- 
gravity dogfight. These se- 
quences may he quite challeng- 
ing, but they may also seem 
somewhat out of place here, 
even to those who are normally 
inclined towards arcade games. 

Players who have been discour- 
aged by their presence in the 
past should note that Interplay 
has since issued a patch pro- 
gram which allows those se- 
quences to be bypassed in the 


25th Anniversary game. Even when players 
choose to play the combat portions in Judg- 
ment Rites x\\e.y will find these sequences to he 
far less pivotal, and far le.ss abundant, chan 
they were in 25th Anniversniy. Ironically, 
those in search of additional combat need 
only violate the game’s navigation chart in 
order to he confronted by one of the galaxy’s 
nastier species, apparently putting in over- 
time as copy-protection police, fhe easier 
level of combat is similar to that found in 25th 
Anniversaiy. The more difficult level is indeed 
quite hazardous for the casual space pilot. 

At times, it seems that enemies arc able to 
dance in effortless circles around the slow 
moving Enterprise. However, even under the 
most difficult circumstances, it is still possible 
to win out by constantly maneuvering so that 
no one shield is subjected to a steady batter- 
ing. It is necessary to blast an enemy with a 
dozen or more solid, uninterrupted hits in 
order to send it running, During combat, 
players are no longer restricted to a fonvard 
point of view; there are now six views from 
which to obser\’c the action. Also on the 
bridge are the familiar damage display and 
control functions, “bad-guy” radar, and 
wide-screen view option. Unfortunatclv, aft 
and lateral weaponr)' are still not available. 
Players still have access to ship’s phasers and 
photon torpedoes. Photon torpedoes arc slow 
to reload, require the weapons officer to lead 
the target bv a greater distance, and deliver a 


Star Trek: Judgment Rites 



TlTtt: 

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Pro Audio Spoclrum and 
Rnl.tnd soiitid boards 

PROTECTION; Dociitncni.ilion look up 

PUBLISHER; Inlerpiny f’rodiK lions Inr, 

Irvine, CA 
(71-1) 553-6678 


Pu^e 42 


Cviiipiiler Gdiiiiiii^ World 







more powerful blast. Phasers are weaker but 
recharge more quickly and are easier to aim. 
A very welcome addition to Judgment Rites is 
the ability to u.se the ship’.s- computer to lock 
either weapon on the enemy ship. While not 
always succe.ssful, this device does allow the 
player to imitate the cast membet of his or her 
choice yelling, “Idiasers locked on target!” 

To Explore Strange New Worlds 

Of course, it’s not the weaponr)' that at- 
tracts legions of Star Trek fanatics to the 23rd 
centuiy; it’s the characters, their relationships 
wicii each other, as well as with the unknown, 
chat has made the series so popular. Judgment 
i^/Vwincludes eight adventure episodes featur- 
ing those characters, in which some unaccept- 
able situation in the galaxy must be put to 
rights. As in the first game, the player is 
responsible for making all of the decisions for 
Captain James T. Kirk. For the most part, it 
is science ollicer Spock and chief medical 
officer McCoy who stand ready to carry out 
those decisions. However, Judgnent Rites al- 
lows communications officer Uhura, naviga- 
tor Chekov, and chief engineer Scott each to 
have a turn at their Captain’s side. In general, 
this collection of episodes is less uniform and 
predictable than in the first game, and reflects 
a greater degree of thought and creativity. 

Each episode begins with a title and brief 
creative credits, as the Enterptise makes its 
opening fiy-by in the background. A message 
from Starfiect Command follows, informing 
Kirk of his next destination and the details of 
his mission. “Federation” reunites Kirk with 
the deranged villain thought destroyed in the 
final battle of the 25th Anniversary game. 
“Sentinel” is a iamiliar Star Trek plotline in 
which Kirk must pull the plug on a computer 
that has enslaved a race of primitives. “No 
Man’s Land” is a charming stor)' that recalls 
a “proto-Q” character, Trelane. This episode 
feels classically Star Trek, as Kirk discovers a 
village whose occupants believe they are living 
in Germany during Earth’s first world war. 
“Light and Darkness” is an interesting, yet 
briefstory that mixes good, evil, biology, and 
yet another computer on the fritz. 


“Voids” maybe the most intriguing story of 
the collection, and is the only one which takes 
place on board the Enterprise. “Museum 
Piece” is a hostage stoiv' that calls on Scotty’s 
ability to tinker with outdated machinct)' as 
much as it does Kirk’s diplomacy. “Though 
This be Madness...” is probably the most 
difficult exercise to complete, and is spread 
out like a candy dish filled with Stai- Trek 
goodies; Klingons, malfunctioning compuc- 
ei's, insanity, compassion and violence. It also 
leads into the final challenge, 

“...Yet There is Method in it.” This 
brings Kirk face to face with aliens 
who have presumably been observ'- 
ing his actions since the beginning 
of the game. For the most part, it 
is not a conventional puzzle-type 
challenge and requires Kirk to en- 
gage in a fair amount of debate 
with the aliens as well as his follow- 
ers, including a Klingon captain. 

While the 25th Anniversajy led 
up to a final, nerve-t;ixing battle in 
space, Judgnent Rites cl i maxes with 
an intimidating conversation with 
the alien ob-servers. This is perhaps more ap- 
propriate to a Star Trek adventure in that it 
calls on Kirk to debate the Human/Vul- 
can/Klingon condition in the fashion ncce,s- 
sar)' before screen pyrotechnics made 
impo.ssibly bright explosions an obligator)' 
cinematic climax. While this heft}' dose of 
philosophical exchange would probably have 
pleased Gene Roddenberr)', there will doubt- 
less remain a group of die-hard alien-killers 
whose instincts will ciy out at the injustice of 
a non-violent ending. 


each of the main characters reflects 
bis trademark posture; Kirk is 
slightly tense, Spock coolly studies 
his surroundings, while Dr. 
McCoy is clearly annoyed at some- 
thing. The Enterprise and the vari- 
ous other space ships, both in and 
out of battle, are rendered with a 
great deal of care. 'I 'he results are 
dramatic and very impressive. 
There is also an abundance of 
sound effects taken from the origi- 
nal series, as is much of the pro- 
gram’s wonderful musical score. From the 
moment the program boots up. Star Trek 
fans will feel right at home. 

Fhe mechanics of the game are much like 
the original. Kirk has the option to observe, 
take, or manipulate an object. He may speak 
with anyone, or instruct one of his compan- 
ions to act. ’File player may also directly call 
on the medical scanner or scientific tricorder, 
provided Spock or McCoy are available to use 
them. Fhcre are no disposable securit)' guards 


in this game, and there are far fewer opportu- 
nities for Kirk to die. Nonetheless, such op- 
portunities do occur, so it is still a good idea 
to save the game regularly. The game may be 
played using only the keyboard, although a 
jo)'stick or mouse is strongly recommended. 
The program occupies 27 megabytes on hard 
disk, plus additional space during the instal- 
lation process. Installing the program can 
take as long as two hours, but thankfully the 
installer need not be present during the ma- 
jority of this process. 

judgnent Rites may easily slip by at warp 
speed in the hands of an experienced adven- 
ture game player, who may feel that the eight 
episodes arc both too few and too brief. Oth- 
ers may still wish for combat sequences that 
are less awkward and allow for some degree 
of strategy. Despite their complaints, it would 
be a shame for Star Trek fanatics to miss out 
on Judgment Rites; there has yet to be a better 
opportLinitv to interactively experience the 
23rd Centur)'. cgw 



“Most Intriguing, Captain” 

VkuAly, Judgnent Rites has been 
nicely upgraded. There is a tremen- 
dous amount of detail in each 
scene, and nowhere more than on 
the bridge of the Enterprise. It is a 
pleasure, once again, to sec how we 
imagined tabletop computers in 
the ’60s. Away from the bridge. 



Mciirh l<-m 


Pane 43 



Pliula <)>• Su5<: 


Review 



P olice Quest 4: OpeuSenson is noca pleas- 
anc game, hut dien. Sierra On-Line’s 
series has always been ambitious. Its 
attempts to combine playability with the rc- 
alit)'ofdetective work has always required the 
PQ series to balance careKilly the drudgery, 
boredom, cynicism, and horror of real homi- 
cide investigation with the elements that go 
into a successful game. Open Senson does suc- 
ceed in that balance. However, it does so at 
so many levels, that to consider the game 
merely in terms ol its entertainment value 
would be to miss its larger implications about 
our society and its struggle against the drug 
machine and violent crime in general. 

First, though, the hict that the game re- 
quires us to face those implications is an 
indication of its strength as commentary. 
Surely, when 'Fammy Dargan, the former 
producer of “America’s Most Wanted,” the 
Powers 'I'hat Be at Sierra On-Line, and Daiyl 
F. Gates, the former Chief of Police in Los 
Angeles, decided to create Ope>i Season, they 
were not unaware of the game's potential 
implications. 'Fheir decision to make the 
game as realistic as po.ssible was, in effect, a 
decision to portray urban realities and all of 
their raw, tragic contradictions without com- 
ment — and nothing is more political than the 
truth. Indeed, when the player’s partner, Hal 
Bottoms, complains bitterly that he’s a dia- 
betic, on his third wile, who has “seen things 
no man is supposed to,” the ability of truth 
to destroy people’s lives is vivid, almost dis- 
arming, and terrifying. 

The fiction of the game is sinij^le; the player 


portrays Detective John Carney, lead investi- 
gator of the death of Detective Boh Hickman, 
whose body is found mutilated, tortured, and 


semi-nude behind a convenience store in 
South Central Los Angeles. The player must 
follow a watered-down version of police pro- 
cedure CO solve the murder, 
which includes the collec- 
tion of evidence, question- 
ing of witnesses and collat- 
erals, filling out seemingly 
endless amounts of paper- 
work, tracking down leads 
and contacts, schmoozing 
with fellow officers, dump- 
ing money into vending 
machines, and much point- 
ing and clicking — most of 


which is covered in the abridged Los Angeles 
Police Department manual included with the 
game. 

It i.s in this pointing and clicking, however, 
that the game reveals its one weakness: the 
limits of its genre. That a player unsure of 
what to do next must move the mouse ail over 
the screen and repeatedly, desperately, click 
and point i.s a noticeable flaw in a game 
designed to be so seamle.s.sly authentic. Often, 
how much an astute detective/player notices 
may depend on the resolution of his monitor 
or the accuracy of his mouse. Especially in a 
game as linear as Open Season, the incredible 
power of the game is replaced by the frustrat- 
ing reminder that graphic adventures, at 
limes, are little more than glamorized text 
games. It wouldn’t have been unreasonable, 
it would seem, in a game that comes on 12 
high-density disks, to include a feature that 
would highlight the names of important 
items when the pointer passed over them. 

Ope)i Season repeatedly bludgeons us with 
reality in much the same metaphorical way as 
Detective Hickman must have been tortured 
before his murder. For instance, at one point 
Carney must discuss Hickman’s death with 
Katherine Hickman, the slain detective’s 
wife. Although he tries to console her, he 
cannot mask the real reason he 
has come: his job requires him 
to. When be questions her 
about Hickman’s drug abuse 
and her husband’s increasing 
inability to separate his work 
from his personal life, Carney 
is doing the same thing Hick- 
man did; he’s failing to step 
away from the job long 
enough simply to be, to feel, 
and to treat another human — 
in this case, the stunned, griev- 
ing widow of a longtime 
friend — with simple, unob- 
trusive compassion. 

’['hat the game includes the 
player in this intrusion, is, of 
course, an astounding, overwhelming accom- 
plishment. 'file player cares nothing about 


Police Quest 4: Open Season 


opm SEosani 

TITLt: Police Quest 4; OpenSejson 

PRICt; S69.95 

SYSTEM; I8M 

REQUIREMENTS; iaf>-2SMHz or beltiit. 4MB R.-VM. 

VGA grajjhics. 22MB hard drive 
space, mouse; supports 

VVindows 3.1 ; supports all major 
sound cards 

DESIGNERS: Tammy D.nrgan. Daryl F. Gates 

PUBLISHER; Sierra On-Line 

I Coarsfgold, CA 

(209) 603-4468 



Po^e44 


Computer Gaming Work! 





ihis woman; she is simply a pare of a puzzle to 
be solved in the ferreting out of the killer. 
After forcing Katherine Hickman in tears 
from the room, Carney thinks nothing of 
casually grilling Valerie, their young daugh- 
ter, or of searching a part of the house which 
she mentions; the player probably won’t, 
either. It’s not until the second visit to the 
house that the player realizes there might have 
been a more humane and ethical way to pro- 
ceed. 

Many games over the years have encour- 
aged that lack of consideration for NPCs. The 
tendency to slaughter all and take all in role- 
playing games has been so pervasive that the 
few games which punish such behavior could 
be counted on one hand. But to run across 
such selfishness in a game like this seems 
incredibly damning — and heartrending — 
because it’s true to life. We treat each other, 
the game implies, in our attempts merely to 
cope with the problems with which we are 
faced, like NPCs. 

In that irony lies but one of the many 
strengths of Open Season. Its accuracy forces 
the player to consider issues that lie far be- 
yond the t)’pical scope of most computer 
games. The dis'-inction between behavior in 
game-play and behavior in real life, for in- 
stance, calls to mind ihc ongoing debate over 
the effect of televised violence on its viewers, 
or of pornography on the attitudes of its 
purchasers toward women — and may indi- 
cate why so many more flmtasy role-playing 
games exist than do those reflecting 
real life situations. Fhc reality in the 
game’s presentation of a confronta- 
tion between Carney and a television 
journalist, each of whom would argue 
that lie was merely tr)'ing to do his best 
to fulfill his duty to society, is complex 
and fiiiriy drips with the frustration 
inherent in the relationship between 
the police — dedicated to preserving 
justice through action and investiga- 
tion, and the journalists — dedicated 


to the same end through disclosure 
and debate. Carney’s later inability to 
explain to a storekeeper why the tele- 
vised scene appeared as it did involves 
many of the conflicting values of con- 
cemporar}' society. Pew realistic depic- 
tions of societal misperception could 
present that conflict as accurately as, 
say, the NPC in Uhima Vdoes when 
he asks, “Do you know Lord Black- 
thorne? No? d'hen how do you judge 
him?” 


Indeed, the Ulti)na scries depicts many of 
the struggles implicit in Open Season more 
effectively than does this one game. The Black 
Gate, for instance, freed of the necessity to be 
true to life, easily and directly examines the 
implications oi class warfare on society. Open 


Season can only do so indirectly — by 
forcing the curious player to wonder 
why gang warfare occurs as it does, 
why the police are perceived as they 
are, and what would cause the mother 
of a horribly murdered child to refuse 
to cooperate fully with those dedi- 
cated to bringing his murderer to jus- 
tice. However, Ultima has addressed 
those societal questions over many 
years; Opoi Season attempts to do so 
in one game. 


That it accomplishes its task is note- 
worthy. The game draws us in; it sur- 
rounds us with a rcalit)' that is 
horrifying because it is our own. P'rom 
the opening scene, when we realize 
that our character icon is faceless, it 
attracts us. Scott McCloud, in his 
book Understanding Coynics, muses 
that the compelling power of the car- 
toon face is in its ambiguity. “The 
cartoon is a vacuum,” he says, “into 
which our identity and awareness are 
pulled, an empty shell that we inhabit 
which enables us to travel in another realm. 
We don’t just obseiwe the cartoon, we be- 
come it.” In much the same way, the good 
detective attempts to enter the mind of the 
criminal. There are reasons for everything, he 
understands, and in realizing that, he deci- 
phers clues, pieces together motives, and visu- 
alizes sequences in which criminal events 
occurred. In effect, he becomes the criminal. 
Chief Gates knows that. Tammy Dargan 
knows that. 

The VGA graphics are photo-realistic. If 
anything, that realism adds to the grimness 
and sense of pressure which an actual homi- 
cide investigation entails. The score, by Neal 
Grandstall, is moody and evocative. The 
overall scn.se of Police Qiicsl is of a tight 
package designed for those willing not to step 
into the shoes of a flatfoot trying to track 
down a gangster, but, instead, of a real-life 
investigator tiying to untangle the knots of 
circumstance which lead to violence and hor- 


The contemporary detective story is not 
about rain-soaked streets or dames so hard- 
ened that their beauty is less mutable onlv 
when compared to their cold, cynical hearts, 
but about class warfare and poverty so ex- 
treme and relative that hope can only exist 
through the desperation of violence and 
crime. Open Season tells that story magnifi- 
cently. Not for the immature, cgw 


March 1994 


Page 45 





Td read Kasparov's mind, 
simply refer io the second board. 


HEady to raiss your game to a 
higher level, are you? Meet Garry 
Kasparov, reigning king of the 
[BEFORE] chess 
world. And your 
new private tutor. 

While you play 
Kasparov's Gambit, 
his digitized Imago 
and voice (Russian 
accent and all) will 
appear on your 
screen. He'll warn 
you of imminent 
danger. Question 
the tactics you 
use. And constantly challenge you to seek 
out fresher and deadlier lines of attack. 

There's even a second 
board, which allows 
you to visualize the 
strategies Kasparov 


suggests. 

You can 

also customize most aspects of your opponent's 
game, giving you 
a virtually Infinite 
pool of challengers. 

To make sure 
you don't outgrow 
Gambit any time 
soon, we power it 
with the very same 
engine that won the 
1993 International 
Computer Chess 
Championship. Not 
exactly what 

you'd call a pushover. So pick if up. 

Flay it. And who knows? 

After spending a few weeks or so 
learning the ropes from Kasparov, you 
may ]ust find that you're finally 
ready to take on, well, Kasparov. [ after ] 


As you improvE, you can customizE 
opponEnts to suit your game. 






Review 



@is/ 

Syd Mead And I CyberDreams Team 
Up In // CyberRace 


by Paul C. Schuytema 


W ar has always been an inefficienc 
and messy means of settling a con- 
flict, and to this day humans seem 
to prefer armed violence to deal with their 
differences. It should come as no surpri.se 
then, char in the far, far fictional future of 
Cyberdreams’ CyberRnce, when our galaxy 
opened up its mysteries to reveal several races 
besides the Earth-bound Terrans, war was 
called upon to settle the disputes over terri- 
tory and power-sharing. 

As the story goes, the d'errans had a particu- 
lar hatred for the demonic race known as the 
Kaladasians, and this hatred was keenly recip- 
rocated. For decades the wars and battles 
raged, leaving millions dead and the political 
map of the galaxy changing by the day. 

One particular battle was especially messy. 
A Tcrran battle crui.scr had made a routine'' 
raid of a Kaiadasian outpost. As the cruiser 
made its e.scapc, a Kaiadasian Dreadnought 
fell into pursuit and let loose rwo pulses from 
a newly developed graviton beam. One pulse 
destroyed the cruiser, while the other plunged 
into the system’s star. The star went nova, 
destroying the entire system in a single stroke, 
and then collapsed back into itself as a black 
hole. 


Both the Kaladasians and the Terrans were 
appalled by the senseless destruction war had 
wrought, and they decided to create another 
venue for settling conflict. The CyberRace 
was born. 

CyberRace is a futuristic race simulator in- 
spired by the fertile imagination ofSyd Mead, 
an artist/designer whose credits include city 
and vehicle design for Blade Rtmner, space- 
ship design for Aliens and 2010, as well as 
concept-car design for Ford. CyberRace tells 
an evolving stor)', tracing the political maneu- 
verings of the Kaladasians and the Terrans as 
they jockey for position to control the re- 
sources of the black hole, which has the very 
real possibility of being a gateway to riches 
and technology hitherto unknown. 

Our central character is Shaw, who is still 
reeling in the emotional turbulence of his 


father’s death. His father was one of the great- 
est cyber racers, and after defeating the 
Kaiadasian champion, Miigyor, he was de- 
stroyed by Mugyor in an “accidental” burst 
from his laser cannons as the sleds returned 
to the pits. 

In your role as Shaw, you arc uninterested 
in becoming a cyber racer, but Dobbs, a 


technocratic yes-man for the Terran Empire, 
has different plans for your future. By kidnap- 
ping your beloved Alyssia, Dobbs has found 
an effective way to get you to drive for the 
Terrans. Failure to cooperate means that 
Alyssia will die. Winning consistently, on the 
other hand, results in freedom and riches for 
both you and Aly.ssia. 


cies. To make the race more competitive, the 
sleds can be outfitted with any manner of 
offensive or defensive weaponry, from lasers 
to anti-grav mines to Itolograpliic projectors. 
Racing well earns extra credits that can be 
used to buy more advanced weaponr)’ or 
some extra goodies from the black market. 

Race day begins with an all-too-brief over- 
view of the race by Nardo, your 
crew chief, and then an opportu- 
nity to update or outfit your sled 
with an assortment of goodies to 
improve your racing chances. 
Then it’s off to the race. 

It was startling to find that there 
is no real start to the race. After 1 0 
seconds of CD access, you are 
dropped immediately into the race 
in progress, 'fhe sudden cut wich- 
OLitany green light is very disorien- 
tating, and until you get used to it, 
the start can mean the difference 
benveen winning and losing. So, 
the first order of business is to avoid tlie chaos 
at this pseudo-start, swerving clear of the 
other sleds to get our into the open. There 
seems to be a bug in the game which pulls the 
sled’s control to the left when faced with a 
screen full of opponents, but control returns 
after a few seconds. 



A Day At The Races 
While the framework of the game supports 
an evolving story, the heart and soul of the 
game is the sled racing. Using voxel graphics, 
similar technology to that em- 
ployed in Nova Logic’s Co- 
manche: Maxinmm Overkill, 
the rolling terrain of the race 
course is vividly modeled. 

The races, at their most basic 
level, are several-lap affairs, lol- 
lowing a course laid down over 
the terrain by holographic bea- 
cons. In your race for the finish 
line, you compete against 14 
other sleds from four other spe- 


Once underway, you can take a breath and 
maivcl at the sceneiy. The graphics arc spec- 
tacular (though not quite up to Maximum 
Overkills level), and the painted stellar back- 
grounds are amazing. Rich colors give an 


CyberRace 



B 

[ TITLt: CylK-tKace 

PRICE: S6‘l.‘)5 

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REQUIREMENTS: illfiOOMHz, 4MB RAM, 

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drivv; supports Acll.ii) anil 
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PROTECTION; None 

PUBLISHER; Cyhordrcsims 

Woodland Hills, CA 
(BIB) 223-9990 


Pune 48 


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otherworldly feel to the race course, and the 
opposing sleds are rendered in good detail. 

The cockpit for the Terran sled, although 
graphically uninspired, is veiy functional, 
’rhree-quarters of the screen is filled widi the 
fonvard view, and a small monitor below can 
be switched to display left, right, rear and 
statistics views. There is an effective radar 
screen, a weapons screen, and a dam- 
age/shield'Strength indicator. 

Flying the sled is basically a matter of steer- 
ing left and right with the joystick (the key- 
board is supported, but I wouldn’t 
recommend its use). Pushing forward on the 
stick accelerates the sled, and pulling back 
slows it down, but brakes can be applied for 
even more stopping power. The ship’s alti- 
tude is controlled automatically, so you don’t 
have to worry about bottoming out or flying 
too high. With a Thrustmastcr joystick and 
all of the visual controls, the game plays with 
a single hand, and after several races to get 
comfortable with all the gizmos, nearly every- 
thing is useful and easy to access. 

When hit by fire from opponents, your sled 
is stopped in its tracks and spins for several 
seconds, whether or not the shields absorbed 
all of the damage. This was a good design 
feature, because it penalizes you in time for a 
mistake, allowing other sleds to zip past. Of- 


fensively, even a hit on an opponent with the 
most simple of weapons can give you an 
envelope of opportunity to attempt a pass. 

At the conclusion of the race, you are pre- 
sented with a screen of statistics showing the 
finish order of the race, as well as the damage 
to your sled. While the background graphics 
are attractive, there is no additional fanfare 
for winning a race, and Dobbs is extremely 
sting)' with his praise (after two wins in a row, 
I was called a mediocre driver). While win- 
ning allows Shaw to spend a few moments 
with Alyssia, 1 would have liked the game to 
factor in the race’s results and Shaw’s per- 
formance more carefully into the evolving 
plot. More penalties for losing and fanfare for 
winning would have been a nice touch. 


The sounds, or absence thereof, 
are the weakest part of the racing, 
rhe sled moves along silently, 
without so much as an engine 
whine to indicate changes in speed, 
and the background noise is filled 
with random, silcnce-lilling 
booms from impossibly far away. 
Sometimes a missile or mine hit 
elicits no sound at all. 

But on the whole, the race por- 
tion of CyberRiice is a load of fun, 
and the ability to actually use all of 
your sled’s resources makes the 
race an interesting offensive battle. The only 
problem might be a quickly dimiiiishing level 
of challenge: once you figure out the control 
systems and master a few driving tricks, the 
game becomes fairly easy. 

The Need For Mead 
'fhoLigh the racing simulation is strong, the 
overall package comes up short in some ways. 
CyherRiKe\v7is been extensively hyped as a Syd 
Mead creation (“from the man who brought 
you Bbcle Runner'), but sadly, CyberRdce 
does not have the holistic feel of a Mead 
design. The haunting painting and 

the package design are vintage Mead, and it’s 
obvious that Mead did the basic sled designs, 
but on the whole it seems as if he 
were used more as a selling point 
for the product. Cyberdreams 
seems to have missed an excellent 
opportunity to create a ti'uly 
unique ambiance for the game. Foi' 
instance, the cut-scene locations, 
the sled hanger, and the sled’s con- 
trols are visually very run-of-the- 
mill (sometimes very poorly 
rendered, as if added as an after- 
thought), and could have been 
much more spectacular with 
Mead’s help. From a gamer’s per- 
spective, Mead’s design work 
comes across as more hype than substance. 

Another weak point is the narrative frame- 
work of the game. Cyberdreams has at- 
tempted to infuse the gameplay with a 
larger-than-life struggle by braiding a plot 
around the races, complete with angry argu- 
ments with Dobbs, brief meetings with Alys- 
sia, saboteurs, a visit to a black market fixer 
bar, and ongoing news reports following the 
progress of the CyberRaceM'id rhe exploration 
of the black hole. 

While admirable in intention, the narrative 
is generally poor in execution. Using the mas- 
sive storage space of the CD-ROM, all of the 
characters’ dialogue is spoken by well-chosen 
actors. Unfortunately, Cyberdreams did not 


use the same care in writing the dialogue, 
which is at times humorously immature and 
at other times merely a list of the next race’s 
objectives set in a confusing and unimportant 
context. The visual images of the characters 
consist of a blend of digital photographs and 
rendered graphics, and they arc quite palat- 
able the first few times you see them. Unfor- 
tunately, each character has basically one pose 
in one location and is animated by twitching 
eyebrows and squirming lips. The storage 
space on the CD-ROM should have allowed 
plenty of space to create several different 
views of each character, and perhajis even a 
change in clothes or facial expression. 

By not altering the cut scenes much (there 
arc a few alternate scenes, such as the Black 
Hole news correspondent, several stills of 
Alyssia, and the saboteurs), the between-racc 
stoiytelling interludes seem like old reruns 
after only a few races, and there is really no 
reason to pay much attention. 

Prospective cyber-racers should also know 
that the game does contain several bugs. Oc- 
casionally, the non-interactivc scenes will 
lock up, forcing a reboot, or an old image will 
remain on screen when a new interflice is 
overlaid. Other times, the lip and face anima- 
tion will freeze up, and the game will only 
progress when you repeatedly tap the enter 
key. At the very start of the game, there is an 
information (or menu?) screen that flashes by 
so rapidly there is no chance of reading it. 

In all, CyberRiice is a fun, visually stunning 
race simulator with a rather weakly con- 
structed and e.xccuted narrative framework. 1 
can’t shake the nagging feeling that the game 
was rushed out the door without adequate 
playtesting of the game or story. Some game- 
play tweaking, a rework of the script, and the 
addition of some sounds and art would have 
made rhe difference between CyberRturhem'^ 
a mediocre game that provides a few hours of 
fun and being an excellent, cutting-edge 
game that is hard to walk away from, cbw 



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Good Heavens, Miss America! 
You’re Virtual! 

Enter the vinual mlitij of Tfwmcis DcUnj, where the lulls 
are actual Itj a I we with the svimd of music, and you 
are their conductor. 


by Ellen Snell Adams 



I magine a compuccr game where your ac- 
tions create the music. As you navigate a 
labyrinth, the music wrirhc.s and twists 
with every turn you make, or when you’re 
scaling a peak, the melody reaches a crescendo 
as you struggle to the top of the mountain. As 
you pursue your goal, the music 
follows you, buoying you along, 
sweeping you toward the objec- 
tive. So, in the end, you come 
away from the game experience 
with not only a sense of victoiy 
or fulfillment, but with a sym- 
phonic score composed entirely 
by the interaction between you 
and the computer, 'rhac’s 
Thomas Dolby’s virtual reality. 

Musician Thomas Dolby, 
world-renowned for his pio- 
neering music videos and pop 
hit “She Blinded Me With Sci- 
ence,” has taken up virtual real- 
ity programming and object- 
oriented music. He’s working Thomas Dolljy 
with innovative game makers to ^ 

create artificial worlds that 
sound as distinctive as they look. 

That Bleeping Pong 

“'I'he bleeps and blips of the Pong era are 
gone forever,” Dolby told CGW. “Music is a 
cheap commodity in the overall cost of a 
computer game title, yet it can do a great deal 
to enhance the experience. With the incred- 
ible advances of affordable sound cards, along 
with the greater audio capabilities of new 
machines, there’s no longer any excuse for 
settling for substandard audio.” 

With Thomas Dolby designing your music, 
you don’t have to. Dolby explained his tech- 
niques for creating the lush aural accompani- 
ments to the game experience. “When 
scoring a film or an interacrive experience, 
instead of composing a theme or cue for each 


scene, 1 assign a melody or sound to each 
character, object or space. I constrain the key 
and tempo, and the music is generated from 
within the game. Then, each important ac- 
tion of the player creates a modulation or 
tempo.” 


models appropriate head gear for both 
iiial and aullientic reality. 


Employing these methods works 
on a varieyoflevels, Dolby said. “It 
is much more economical in terms 
of time, money and computer 
memory. Second, it gives the player 
instant gratification for his choices; 
it creates a sense of achievement and 
will match liis mood. And finally, the music 
that results is very cool. It often surprises we.” 

“My first computer game [The Conversa- 
tion, based upon the Francis Ford Copola 
film] is the first to be driven completely by 
audio. It allows the player access to the same 
audio and music techniques I use, but with a 
greatly simplified interface, from within the 
context ofan exciting and suspenseful game,” 
he .said. 

Dolby hopes his work will help broaden the 
appeal of the traditional computer game. 


“My computer game is truly adult; that is, it 
has a much wider appeal than to teenage 
arcade fanatics. I’m ver)”^ keen to widen the 
envelope.” 

Don’t Shoot The Piano Player 

Dolby said his interest in computers 
evolved, in part, from the fact that he cannot 
play the keyboards vciy well. “1 adapted a 
lighting computer to trigger syn tbs and drum 
pads around 1979. Then I got aFairlight, and 
finally a Mac II around 1 985. I’m not a very 
proficient keyboard player, so the computer 
became my musical instrument.” 

Dolby’s inadequacies as a keyboard player 
were lost on the pop world, which eagerly 
embraced him as a musi- 
cian. Long before relea.s- 
ing his own Grammy- 
nominated albums, he 
was in demand, and 
could be heard tickling 
the electronic ivories on 
albums by musical artists 
Foreigner, Def Leppard, 
Joan Armitrading and 
Malcolm McClaren. Af- 
ter top-five hits of his 
own (“She Blinded Me 
With Science,” and “Hy- 
peractive”), Dolby then 
segued into producing 
other artists like Joni 
Mitchell, Prefab Sprout 
and Ofra Haza and composing film scores 
and musical numbers for movies as diver.se as 
Ken Russell’s GothictawA the animated feature 
Ferngidly: The Last Rninforest. 

When composing his music, Dolby works 
on a Macintosh 840AV machine with 32MB 
of RAM, a 230MB hard drive and a 21-inch 
RasterOps color monitor. He uses lots of 
musical attachments: 8 Tracks Pro Tools, a 
Sample Cell Card and a Fairlight Series III 
electronic organ with assorted keyboards and 


Pai'e 54 


Compiih-r (idniin^ World 


Connect A Joystick 


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Circle Reader Service #59 


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rack modules. “None ol the equipment is 
essential, though,” he said. “In a way, I was 
happier when 1 just had one monophonic 
synthesizer and a two-track tape deck.” 

He employs the computer at several stages: 
for writing, sequencing the keyboards and 
adding in vocals and the tracks of guest mu- 
sicians. “1 edit anti tweak my vocals digitally 
with the other musician’s pertomiances. 
Then 1 record everything to hard disk and 
edit together the best bits.” 


After becoming interested in virtual reality, 
Dolby teamed up with VR pioneer Eric Gul- 
lichsen to create a goggles- and glove-based 
program called The Virtual String Quartet. 
'I'he project, sponsored by the Intel Digital 
Education and Arts (IDEA) program, was 
exhibited at the Guggenheim Museum in 
October of ’93. The first interactive virtual 
world to synchronize animated figures with 
three-dimensional sound (the illusion that 
various sounds are coming Irom different 
points in space), the program introduced 
Quartet participants to a rehearsal space 
where a string quarter is playing Mozart’s 
Quartet No. 21 in D Major. Participants 
could bend down to better hear the violin, 
cello or bass. The really adventurous could 
even “tickle” a musician, sending him into an 
improvised jazz or bluegrass solo as a musical 
counterpoint to Mozart. 

Dolby said he sees almost limitless potential 
in computer technology. He admits that he is 
greatly impressed with the potential of ma- 
chines like the 3DO system, which is exciting 
gamers with photorealistic graphics and 
three-dimensional sound. “It really is impor- 
tant that these fire bugs get into the hands of 
entertainers. Ifartistic content is dictated by 
technicians and venture capitalists, we will all 
be subjected to an excruciating period of 
interactive Jeopardy," Dolby said. “Some art- 
ists arc better-equipped to adapt to the re- 
quirements ola new art form than others: I’ve 


been fortunate enough to get a head start, but 
I’d like to entice other artists into the fray. 
That’s one of the main objectives of Head- 
space (Dolby’s Los Angeles-based audio ser\'- 
ice company], to become a magnet for 
willing, creative minds.” Of course, another 
objective is to lure “mega companies with 
more money (and bandwidth) than sense.” 
Dolby is interested in developing projects 
that do not yet have a target audience: “Wc 
can dream — take ideas that do not yet have a 
client and develop them until 
they crystallize.” 

Dolby has scored several pro- 
jects lor Sega/Digital Pictures 
and 1-werks Turbototir ride- 
simulators. His work with I- 
werks led to a bid on music for 
Virtual Adveniures, a game de- 
veloped in collaboration with 
flight simulator experts Evans 
and Sutherland. In the end, I- 
werks chose a passive, linear 
score to accompany the game. 
Interactive musical scoring was 
perhaps too sophisticated lor the 
adventure, which plays out en- 
tirely undciNvater, 

The Human Touch 

Last summer Dolby premiered his com- 
puter composing techniques at Digital World 
in Los Angeles — to standing ovations. His 
instrument of choice, the computer, seems 
only natural as the tool on which to compose 
for computer games. “There’s really no dif- 
ference between composing lor the computer 
and composing conventionally. People often 
assume that music made by guys in tuxedos 
with Stradivarius violins is warm and human, 
whilst music made with buttons and wires is 
cold and clinical. Actually, the opposite is 
often true. Orchestras are often programmed 
like bytes in a computer, yet a computer, in 
the right hands, is a very soulful instrument.” 

Dolby’s experiments with computers could 
herald the dawn of an entirely new musical 
age. “1 hope to emerge from this with a brand 
new musical instrument. It will run on a 
computer (maybe or maybe not the Mac) and 
it will not supplant the recording studio,” he 
said. “It will work within the confines of a 
desktop business computer but it will behave 
more like a musical instrument — like a direct 
link between the music that’s in my imagina- 
tion and sound waves that an audience can 
hear and enjoy.” 

Ellen Snell Adarm is a freelance luritcr based 
in Austin, Texas, cgw 



5r> 


Circle Keocler Service #35 


Conipiilcr (jainiiiy World 



The ultimate t3AME df strategic CGNEIUEST 


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Review 



The Vhocnix 
Rises 


From The Ashes Of 8- Bit Games 
A Strategy /Action Classic Emerges 

bif Terry Lee Coleman 


W hen Archon appeared a deoide 
ago on the 8-bit computers of 
yore, it was a revelation. The sub- 
ject matter involved the ultimate forces of 
good and evil deciding the hue of the cosmos 
on an otherworldly playing field. Like chess, 
its spiritual grandfather, two opposing groups 
of characters faced off on a grid 
of squares, strategically maneu- 
vering to capture pieces and 
control the board. Unlike chess, 
the capture of a piece wasn’t a 
tidy, bloodless affltir; instead, 
pieces went into battle on a 
separate battle board, and the 
ensuing arcade sequence would 
determine the victor. The game 
was well-executed and well- 
loved, and now it is back from 
the 8-bit graveyard to try its luck 
against a new generation of 
games and gamers. 

The reincarnated form oi Archon is Archon 
Ultra. Like its predecessor, it’s played on a 
nine-by-nine square board, rather than the 64 
squares traditionally used for a chess game. 
The initial effect of this expanded play area is 
that chess players cannot depend on typical 
chess openings from memory, due to the 
different spatial considerations of the board. 
Long diagonals take on even more signifi- 
cance due to the larger playing area, while 
control of the center is a much more tricky 
proposition. Chess players will also not be 
able to analyze “pawn” structure so easily, 
making for a more wide-open style of play. 
Without centuries of published games to 
build on, both the player and the computer 
opponent must be more creative, allowing 
non-chess players to compete on a more equal 


strategic basis with their more experienced 
opponents. 

Power Trip 

As in the original Archon, the key to win- 
ning the game is controlling the various 
“spaces of power,” the key to control of the 



universe. Five such power spaces can be found 
on the board; one at the exact center, one on 
each extreme edge, and one underneath each 
opposing “mage,” roughly equivalent to 
kings in chess (but with a lot more firepower). 
The rest of the board is divided into light, 
neutral and dark squares, emblematic of the 
spheres of influence for each 
of the Dark and Light forces. 

Movement is fairly simple for 
anyone who has played any 
computer chess game. 

Whether mouse or keyboard- 
driven, the pieces are most 
responsive, and the anima- 
tions are good, although not 
up to the quality of say, Bnt- 
tleChess 4000. The artwork 
tends to be clean and unusual. 


but was not quite the unbelievable figures I 
had hoped for. fhere is naturally no point in 
comparing these figures with the old 8-bit 
versions, given their steroid-like transforma- 
tion. 

Obviously, where Archon f///rrr differs most 
from chess is in execution of combat. Regard- 
less of how entertaining Bnttlechess might be, 
you always know that the piece that moves 
into the square will always win, whether by 
blowing up the opponent, cutting him in half 
with an axe, or any number of violent anima- 
tions. Pieces that clash in Archon Ultra still 
move onto the square, but have a choice of 
challenging an opponent in either dark, neu- 
tral, or light-colored squares. The scenery 
then changes to one of three combat environ- 
ments: lush and green for light, gray for neu- 
tral, or dark for chaos. When on your own 
color square, your piece’s “hit points” are 
increased greatly, and your opponents’ arc 
summarily reduced. Once a piece of one side 
or the other loses all of its hit points, the other 
side wins, with its piece returning to occupy 
the square on the main strategic board. 

All three types of battle areas have detailed 
terrain, with trees or molten lakes of lava 


Archon Ultra 



TITl.t; Archon Ullra 

PRICE; $4‘).‘J5 

SYSTEM: IBM 

REQUIRE, MENTS: 386 or beltcT, 2MB RAM , SMB 

hard drive space, VGA graphics: 
supports AciLil) and Sound Blaster 
sound cards 

DESIGNERS; )oii Freeman, Paul Reiche and 

Anne Wustf.ill 

PUBLISHER: Siralegic Simul.ilions. Inc. 

Sunnyvale, CA 
(408) 737-6850 


Page 62 


Compiiler Gcnning World 






“I’ve nle-^i 


a decade ago. The El^ef 
Scrollsi Arena isgui^jBe^■ 


Wiji. 








The delights of the system are both obvious 
and subtle. From a tactical standpoint, no 
two pieces are alike. Different firing rates, 
amounts of damage per hit, and a marked 
difference in movement capabilities make 
every engagement something special. Some 
players might be tempted to charge head-long 
into their opponent with their most powerful 
unit, but each creature has its limitations, 
including a “recharge” period during which 
they cannot fire their weapons. The powerful 
Phoenix may have to face the Fire Elemental, 
wlio far from being harmed by flames, revels 
in them! Even the most jaded of players will 
have to play a long time to exhaust all the 
possibilities in the tactical match-ups alone. 

From a pure strateg)'^ standpoint, conseiva- 
tive players may hug their own color squares, 
and play defensively. Wild attackers may 
pressure at widely divergent areas of the 
board, and those with a counterattacking 
bent may choose their spots carefully. Re- 
gardless of the playing style chosen, the Ar- 
chon Ultra bonus is that even the most 
potentially static games arc kept lively 
through the arcade struggles. 

Nice New Paint Job, 

But How Does It Move? 

Most chess-like algorithms use a form of 
“tree search” for their AI routines. Without 
having asked the designers, it seems that Ar~ 
chon Ultra uses a similar approach, because 
the program plays a very tactically-minded 
game. The designers have thoughtfuily kept 
the “reflexes” of the program to a manageable 
level on normal settings, although the pro- 
gram may be enhanced for O.K. Corral-type 
shoot-outs. Strategically, the Al tends to find 
a weakness and pound on it, making it a 
formidable opponent, but Archon Ultra also 
impressed me by being able to play most 
patiently in the late middle and end game. 
New players may want to give the computer 

Computer Gaming World 


which affect combat in a variety of ways, 
offering cover, blocking line of sight, and 
even destroying enemy units outright. The 
approaches to the vatious power points as- 
sures that each player will have to fight on 
both favorable and unfavorable terrain to 
control the board. Winning “on the road” in 
Archon Ultra is not merely difficult; it is the 
key to ultimate success. 

The pieces are all drawn from typical fm- 
tasy fare and will be easily recognizable to the 
novice. Goblins act essentially as pawns, but 
with big, nasty clubs. Instead of castles, we 
find rock-throwing Golems, capable of de- 
stroying enemies with one or two blows. Uni- 


corns have the fastest rare of fire in the game 
and the ability to leap over chasms and lakes. 
Dragons fly and breathe an arc of deadly fire 
far and wide. Banshees wail to demoralize 
their enemies and are one of the most effec- 
tive pieces for the dark-side player. The Phoe- 
nix rises in flames and immolates its enemies, 
but has to be adjacent to be effective, a bit of 
a liability, Unlike the Phoenix in the original 
Archon, however, our 1994 model has a sec- 
ondary weapon, a sort of magical homing 
missile. In fact, the biggest difference in com- 
bat between the old Archon and Archon Ultra, 
may be that now all of the different pieces 
have two unique abilities instead of one. 


So real, you may have to 
notify air traffic control. 


You no longer have to imagine the experience. Because 
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introducing G-FORCE, the high-tech flight yoke that iets 
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control. Activate dual fire buttons, throttle " 

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So flexible, it even transforms 
into a fixed- column steering 
driving simulations. Try G-FORCE. It's like 
a heavy dose of reality. 


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FOR IBM AND COMPATIBLE PCs. 






a handicap setting For the first coupie of 
games in order to actually learn the game. 

A pleasant surprise is that Archon Ultra 
actually gives some of the feel of being a 
fantasy game. When playing other fantasy 


straceg)’ games such as Conquered Kingdoms., 
I fee) as if I’m playing a wargame with fimtasy 
trappings, whereas the Unicorns, Banshees, 
etc., of Archon Ultra don’t feel at all like 
militar)' units. Magical spells cast by the sor- 
cerers of each side add to the mystical feel, as 
units arc teleported, storms are cast, the “ilow 
of time” gets reversed, and mayhem reigns 
throughout. The classic good-versus-evil 
struggle gains a bit of freshness, as Archon 
Ultra seems less abstract than chess or even 


signers see fit to design more games in this 
genre. 

Everything Old Is New Again 
The remaking of a cla.ssic involves risks, 
even for game designers with the lofty repu- 
tations of I'reeman, Reiche and Westfall. Just 
as in film, where a colorized version ofa great 
hlack-and-white movie can detract from the 
director's original intent, so the “coloriza- 
tion” and the addition of features to a game 
can destroy the balance of the original. On 
the otbei' hand, the remake ofa game can do 
too little to make the new version worthwhile 
to players of the original. Recent efforts such 
as Pirates Cold! and Seocn Cities oj Cold //, 
which simply upgraded sound 
and graphics and added little to 
enhance gameplay, are clear ex- 
amples of this problem, b'ortu- 
nately, Freeman, Reiche, and 
Westfall have found a balance 
between these two extremes, as 
they have brought the graphics 
and sound of Archon up to cur- 
rent standards, and have made 
minor changes to game play 
without sacrificing the elements 
that made the original a classic. 

CGW 


more recent strategy games such as Theatre oJ 
War, while retaining the charm of the old 
8-bit version. 

Aside from the obvious strengths of the Al, 
the best thing -AhovM Archon Ultra is that it can 
be played via modem. Chess on- 
line is nice, but many gamers 
prefer action games or simula- 
tors such as Red Baron. With 
Archon Ultra, gamers may try to 
outwit a live opponent, while 
simultaneously having the thrill 
ofhlastingaway at enemy pieces 
in real-time action. The tourna- 
ment potential is obvious, and 
we can only hope that the de- 


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Gamblers Synonymous 

Villa Crespo Moves Beyond The Felt 

by Johnny L. Wilson 



COMPANY 

RCPORT 


I n a page right out of Rod Serling’s “The 
Hitchhiker” teleplay, Dan Sejzer’s life 
changed in 1969 when he picked up a 
fellow in need ofa ride. This hitchhiker hired 
Sejzcr to program a mainframe using CO- 
BOL. Naturally, the mainframe offered those 
versions of Adventure, Trek, Hangman, Go- 
mokii and Tic-Tac-Toe that could be found 
on any mainframe in those days. And like 
many programmers of that era, Scjzer would 
spend his after-hours time improving upon 
those games and designing his own. 

Sejzer, the son of a professional gambler in 
Argentina, had been a fairly successful black- 
jack player, but had decided that making a 
living at blackjack was too much work. Yet, 
he drew from his experience and wrote a 
blackjack program for that mainframe in 
CLIST, a command language that was used 
at that time. 

Since he had watched his father play poker 
from the time he was two or three years old, 
he also had a desire to program a poker game. 
In 1976, he purchased his first personal com- 
puter — a Commodore PET. After working 
with mainframes, he found himsciffrustrated 
by both the memory constrictions and the 
I/O problem (remember those cassette 
tapes?). In 1980, however, he purchased a 
TRS 80 Model 11 and began programming 
the forerunner of Amarillo Slim s Real Poker, 
Electro-Casino. Electro-Casino had poker, 
horse racing and roulette. Unfortunately, by 
the time he finished the program to his satis- 
faction (1982), the TRS 80 was almost dead 
as a commercial platform, and the game only 
sold about 10 copies. 

Though he still worked in the traditional 
computing industry, Sejzer didn’t buy an 
IBM compatible until 1988. Of course, he 
immediately began translating code from 
Electro-Casino into the MS-DOS environ- 
ment, and in 1 989 he started to vmrkcx. Amar- 
illo Slim j Real Poker. With his brother Ed (a 
successful manufacturer’s rep in a high risk 
business) and an entrepreneurial friend 
named Skip Wood (who was coming off of a 
failed pizy.il enterprise), Sejzer formed Villa 
Crespo to market both a productivity prod- 
uct called MemoPad and Amarillo Slim. Be- 


cause of distribution problems, the company 
was nearly an immediate flop. Fortunately, 
Egghead Software took 1 ,000 cojiies of 
Amarillo Slim on speculation and saved the 
day. On the basis of a vciy succe.ssftil sell- 
through in that software chain, Amarillo Slim 
was sold into several others. 



Dan Sejzer in the World Series of 
Poker '91, Press Tournamcnl. 


By this point it was mid-1990, and Dan 
realized chat his company could not survive 
on the strength of Amarillo Slim alone. He 
had always thought that blackjack was a bet- 
ter bet than poker, so he started working on 
the program that was to become Edward O. 
Thorp ‘s Real Blackjack. 

Both the blackjack and the poker programs 
sold well, but Dan saw the need to expand his 
vision. He hired Roger Pedersen, former pro- 
grammer/designer for CBS Software, Gamc- 
tek, Merit and Hi-Tech Expressions, as 
Director of Development. T hen, he di,scov- 
ered a poker program that some people (in- 
cluding CGWs Alan Emrich) thought was 
superior to Amarillo Slim. Rather chan com- 
peting with John Comcau {Vegas Johnny's 
Poker), Dan brought him onto the team, and 
Amarillo Slim’s Dealer’s C/jo/cewas the result. 

Today, the company is still known largely 
as the “gambling .software” company. 
Though the company has grown from the 
original trio of partners to more than a dozen 
employees/contractors, and the product line 
has dozens of “Coffee Break” cities, Villa 


Crespo still feels like something of the Rod- 
ney Dangerfield of the entertainment soft- 
ware world. They have branched out into 
morphing programs, computer security pro- 
grams, database programs and children’s soft- 
ware, but they are still primarily identified as 
that “gambling” company. 

Sejzer hopes their current group of devel- 
opments will finally expand his company’s 
image beyond the poker room. They have a 
physics-based sports simulation and a very 
fast graphics utility called MetaMorfxn the 
works. They are also nearing completion on 
a series of children’s titles called the “Cookie 
Break Scries.” Their most exciting new pro- 
ject is a series of titles in conjunction with 
GAMES magazine. Lou Kesten, Villa Cre- 
spo’s Communications Manager, is a freel- 
ance writer for GAMES magazine. He and 
in-house artist Gabi Ladowski are two of the 
designers contributing to the new series of 
GAMES for the computer. The value-priced 
Volume I will be Word Games. It will feature 
crosswords, cryptograms, double crostics and 
word jumbles. Later volumes will feature 
logic puzzles and optical illusions. 

Even with expansion plans underway, how- 
ever, Sejzer hasn’t forgotten that helping 
someone out can change a life. The company 
contracts out its packaging and assembly 
work to a company that employs the physi- 
cally and mentally challenged. The subcon- 
tractor calls its employees, “handicapable.” 
Villa Crespo sends boxes to the subcontractor 
and the “handicapables” place disks, manu- 
als, brochures, etc. into the boxes. 

We know the Villa Crespo contract makes 
a difference to the “handicapables” becau.se 
we have seen how they react when Brenda 
Andrews, Villa Crespo’s Operations Man- 
ager, enters the plant. Most of them know her 
by name and many get very excited, because 
they know her presence means that the com- 
pany is going to be shipping more product. 
Indeed, the look on those “handicapable” 
folks’ faces may be the only respect any soft- 
ware publisher would need. It’s at least 
enough to make us think of more than gam- 
bling whenever we think of Villa Crespo, 
cew 


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Circle Reader Service #79 




It’s All Pun 
And Games 

Scorpia Piers At Legend's 
Companions Of Xanth 


T he books by Piers Anthony have 

long been popular with readers of fan- 
tasy and science fiction, so it comes as 
no surprise chat someone finally got around 
CO making a computer game based upon the 
series. 

Legend Entertainment’s Companions of 
Xanth is adapted from the book Demons 
Don’t Dream, which is included in the game 
package. Since the game follows the book to 
a large extent, and a couple of puzzles have 
essentially the same solution in each, it’s best 
to play the game first and read the book 
afterwards. 

The story begins when two mundane (i.c., 
non-magical) teenagers from Earth, Dug and 
Kim, are drawn into the world of Xanth to 
compete in a contest for a mysterious Prize. 
Neither knows what the Prize is, except that 
it’s supposed to be something veiy good. 

Under the surface, however, matters are 
much more serious than they appear. Two 
demons, EfA/R)th and X(A/N)th, have set 
the game up as part of a wager. The stake is 
the existence of magic in Xanth itself If 
E(A/R)th’s player, Kim, wins the prize, then 
all magic in Xanth will disappear forever. If 
X(A/N)th’s player. Dug, wins, then ever)'- 
thing will continue as before. Since the goal 
is to maintain the status quo, you take the role 
of Dug. 

Because Dug is unfamiliar with this world, 
he receives the Compendium of Xanth and 
gets to choose a Companion to help him 
before play begins (hence the title of the 
game). While four Companions are pre- 
sented to him for selection, the choice is 
actually rigged: only Nada Naga can be cho- 
sen. Picking any of the other three leads to 
early disqualification. 

This fact gets the game off on the wrong 
foot: it is annoying, unnecessary and unfair. 
As the game is designed for Nada to be the 
Companion, better to have presented her as 
such right away, instead of pretending to 
allow the player choices which lead only to 
several disruptive false-starts. 


Once Nada gets Dug and herself out of the 
starting room, the real play begins. From that 
point on. Dug must solve the rest of the 
problems himself, although there are occa- 
sions when he can ask Nada for assistance, 
d'he pair explore the wild and wondrous 
realm of Xanth, meeting many strange be- 
ings, passing through the regions of Void, 
Earth, Air, Fire, and Water, and running 
across an unending succession of bad puns 
(most, ofcourse, taken from the book, which 
has even more; sometimes, there can be too 
much of a good thing). 


the stor}', Dug catches up briefly with Kim, 
and they switch Companions; Nada goes off 
with Kim, and Dug ends up with Jenny and 
Sammy Cat. This doesn’t make quite as much 
sense in the game as it does in the book, so be 
sure to read the book afterwards to learn svhat 
this business is ail about. 

d’he game ending is very different from the 
book, however, and it is not clear why Legend 
made such a change. It is especially odd as the 
game’s resolution doesn’t really settle the de- 
mon wager at all, leaving one giant loose end 
and making the whole thing ultimately un- 
satisfying. 

A Departure From The Text 

Companions marks a radical departure for 
Legend from their previous offerings, in that 
it is their first true all-graphic product. Players 
familiar with the Spellcnsthig Eric the 

Unready, and Homeivorld, may be surprised 


by the absence of a type-in, parser interface. 
Except for a few hot keys, there is no keyboard 
input: all actions are handled with the mouse. 

As the cursor travels over the screen, it lights 
up objects of interest by displaying the name 
of the item. So, for instance, when the cursor 
is on Dug’s computer, the word “computer” 
appears on the screen. To form a sentence, 
the mouse is clicked on the highlighted ob- 
ject, then moved over to the list of verbs on 
the left-hand side, where it is clicked on a verb 
to complete the sentence. Thus, the com- 
mand “look at the computer” is made by first 
clicking on the computer and then 
on “look at” from the list of verbs. 

This system works in reverse, 
too: you can click on a command 
first and an item second. So taking 
“look at” first, followed by clicking 
on the computer, gives the same 
result: “look at the computer.” The 
verbs listed arc few indeed: Put, 
Take, Look, Look At, Open, 
Close, Talk, and Wait. Occasion- 
ally, an additional verb or two will 
appear on the list when using a 
particular object. For example, if a 
rock is the highlighted item, the verb “throw” 
is temporarily added to the commands. 

Room descriptions and results of actions are 
displayed in a small window under the main 
graphic screen. Below that is the inventoiy 
window, where all of Dug’s current posses- 
sions are depicted. These items can be acted 
upon in the same way as anything on the 
main screen, by highlighting them and 
choosing a verb, or vice-versa. 

While the verb-object interface is simple, it 
is not used consistently in the game, which 


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Around three-quarters of the way through 


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can cause some frustrations. Take the matter 
of Ma Anache (an anagram of “anathema”). 
You have to bring her a certain item. Up to 
that point, when you had an object people 
wanted, they would recognize it was in the 
inventor}' when you talked to them. 

Not Ma, though. However much you talk 
to her, she just cells you not to bother her 
unless you have the item. Also, the verb “give” 
doesn’t appear when the item is highlighted, 
and the regular “Put” doesn’t do much if you 
ti}' to “put” the item on her. The answer to 
this dilemma is to first highlight the item, 
then move the cursor onto Ma, at which 
point “give (item) to Ma Anache” appears on 
the screen. 

This sort of thing happens more than once 
in the game, and to make matters worse, no 
mention is made in the manual of this special 
construction. The instructions 
merely describe the “verb-object” 
and “object-verb” combinations. 

Nowhere does it tell you that you 
can make commands in other ways, 
as noted above. 


the demoness Metria. When Dug finds Nada, 
she’s chained to a wall. Nearby is a type of 
moss that can eat through anything, includ- 
ing metal. Naturally, you think chat the moss 
is part of the solution to freeing Nada. 

Wrong! The moss is used for something 
else. You simply talk to the manacles, and 
they let her go. How arc you supposed to 
know this? How did / know this? Simple. 
There wasn’t anything else left to try; 1 had 
gone through all ocher possible actions with 
no result, and that was the last thing available 
to do. 

A voice does whisper at you occasionally 
“from the vicinity of Nada’s arm,” but chat’s 
where the moss is, so you don’t really associate 
the voice with the manacles, and why should 
anyone think that manacles can talk? None 
of it makes any sense. 


Piers Poor Puzzles 

The puzzle quality in Compan- 
ions is uneven at best, and in some 
cases, downright poor. Take the 
sequence with the evil Com-pew- 
tcr, for example. It is described in 
the Compendium as being ex- 
tremely powerful and able to change reality 
in its vicinit}'. This made it sound as if taking 
on Com-pewcer would be a difficult task. As 
it turns out, this entire sequence was a joke 
(and not a funny one, cither). All you do is 
play a game of anagrams with Com-pewter, 
who describes something from the world of 
Xanth and provides an anagram of the item, 
lacking one letter. You choose the missing 
letter from a small pool of letter tiles. 

This isn’t a challenge, or even a puzzle; it’s 
just pointless activity. You merely open your 
Compendium of Xanth and read through 
until you find the answer, which naturally 
tells you what the mi.ssing letter is, and chat’s 
the one you choose. The second round is 
slightly tricky, as Com-Pewter cheats by not 
providing one of the letters, but Dug has an 
inventor}' item to use as a substitute. 

After going through this no-brainer, Dug is 
forced by Com-Pewter to resign (even though 
he won), hut Grundy Golem (a sort of emcee 
for the game) puts Dug back in the game and 
gives him the item needed to actually destroy 
the machine. This is supposed to be a puzzle? 

Not much better — ifat all — is the rescue of 
Nada Naga after .she’s been spirited away by 



The best sequence is at the beginning where 
Dug must help the village of Isthmus rid itself 
of the dreaded censorship. While most of the 
puzzles in this segment aren’t especially diffi- 
cult, at least the solutions can be reasoned out 
instead of stumbled over by trial and error. 

Despite following the book fitirly closely. 
Companions is a quick play. This is partly 
because of the trivial puzzles, and partly be- 
cause many areas don’t have that many things 
to do in the first place. The Com-Pewter 
section is an example of this, as is the Void, a 
one-location puzzle. It just seemed to me that 
there should have been more substance to 
many of the segments. 

Overall then. Companions of Xanth\s a <^\s>- 
appointment. Its poor puzzle structure makes 
it the weakest Legend game to date, and 
unlikely to please gamers looking for an ad- 
venture on the level of a Spellcasting XOl or 
Eric The Unready. The relatively short playing 
time is also likely to leave many with an 
unsatisfied feeling. Only true “pun”dicsofthe 
Xa)ith series, or those looking for a light- 
weight adventure, will find this one worth 
their time, cbw 


72 


Circle reader Service tt2(} 


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Circle Reader Service #65 


Review 



by Ken Hill 


Q uantum Quality Productions has 
built a reputation in computer gam- 
ing for providing the strategist with 
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Admiralxo the fantasy battlegrounds of Con- 
quered Kingdoms^ gamers have come to know 
QQP games for their high-replay value, and, 
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Group provide us with yet another take on 
the medieval strategy game. Combining ele- 
ments familiar to most fans of the genre, they 
have produced a deceptively simple game 
which nonetheless provides enough variety to 
challenge even the most battle-hardened of 
veteran gamers. 

The premise of Heirs to the Throne is that a 
vast continent, .set .somewhere in a fanta.sy 
world, has been unified by a strong leader. 
This great King conquered the ores and other 
hideous creatures that once terrorized the 
populace, by uniting the warring factors of 
barons under a single banner. Though freed 
of the menace, not all the barons were happy 
with the new political arrangement, and they 
hired an assassin to do away with the King. 
The success of the killer’s task left the country 
leaderless, as the rightful heir was conven- 
iently off Crusading in the Holy Land with 
the loyal troops. 'Phe resulting leadership vac- 


uum has left the perfect opportunity for the 
barons to regain their former prominence. 

In your role as one of these power-hungiy' 
barons, you start with but a single province, 
wresting territory from your rivals until you 
control the entire continent. Before playing, 
you are given an enormous number of cus- 
tomizing options — no less than six screens 
worth — each of which has a significant effect 
on play. Por example, the Royalist 
troops controlling the neutral 
provinces at the start of the game 
may be friendly, neutral, or hostile 
to your cause. Other selections in- 
fluence terrain effects, production, 
fog of war, weather and even inter- 
est rates on saved income. Since 
many of the.se restrictions apply 
only to human players, they can be 
used to strengthen the computer 
opponents, and thereby tune the 
difficulty level to your skill level. 


Sire, Doth Thou Recognize 
This Land? 

The game map is generated randomly at the 
beginning of each game. It consists of square 
and rectangular provinces, with some water 
squares acting as borders between provinces. 
Pkich province consists entirely of one terrain 
type, either swamp, desert, mountain or 
gra.ssland. Not only docs the 
randomness of the maps pro- 
vide replay value, but the pro- 
gram will obligingly generate 
random continents until you 
find one that suits your con- 
quering mood, rhe terrain 
type can provide an advan- 
tage or disadvantage both for 
combat and production if 
you choose. Por example, 
mountains are a wonderful 
advantage on the defense, but 


are a disadvantage for production. 

At the start of each new game, you must 
choose a home province. This choice is cru- 
cial, since this province is where your new 
military forces will come into play. The loss 
of your home province results in your imme- 
diate defeat. 

Each province contains villages. These set- 
tlements ptovidc the money needed to buy 
the services of mercenary soldiers and the 
other articles of war nece.ssary for conquest. 
There is an upper limit on how many villages 
each province can support, which can be 
adjusted to handicap the game. 

The sequence of play is divided into several 
phases. First, all income and production is 
calculated based upon your village produc- 
tion, and any soldiers, supplies, weapons or 
fortifications purchased on the previous turn 
are placed in your home province. I'hen, 
supply allocation and random events will fol- 
low if these options were chosen at the game’s 
setup. Next comes the attack phase. You can 
move troops from your provinces to attack 
neighboring provinces as you sec fit. After 
combat, you have the chance to move troops 
within your kingdom to defend against at- 
tacks from the other barons. Finally, you can 
buy villages, recruit soldiers, and perform 
other administrative tasks during the invest- 
ment phase. 


Heirs to the Throne 



TITLE: Heirs to lire Throne 

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Pdi’e 74 


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Cry Havoc! 

The combat system in Heirs To The Throne 
is relatively simple. Each “soldier” icon repre- 
sents 100 mercenaries composed of cither 
cavalry, infantry, pioneers or archers. Your 
starting unit mix can be fixed or variable 
dependingon the initial gamesettings. Infan- 
try are equally effective in all terrain, while 
cavalry work best in open country and defend 
poorly. Archers are excellent on defense but 
arc nearly worthless when attacking fortified 
positions. Pioneers are the most effective 
units for attacking castles. Heavy weapons are 
also available in the form of catapults; these 
can be purchased during the investment 
phase and will help with assaults on fortified 
positions, but they cannot be used in defen- 


sive situations. Fortifications may also be pur- 
chased during the investment phase. Forts 
range in size from a tower, which adds 12% 
to your overall combat strength in that prov- 
ince, to a citadel, which adds a whopping 
75%! Strongly fortified positions are not eas- 
ily taken, and it requires a huge advantage in 
troops to finally wrest a citadel from enemy 
hands. 

To attack a province, you simply click on 
the adjacent province you wish to attack and 
indicate from which provinces the attacking 
troops will come. Next appears a screen, 
showing the troop strengths and appropriate 
adjustments from weapons and terrain. From 
this screen, you have two options. Clicking 
on the sword icon on the left side of the screen 
will begin the attack, while clicking on the 
banner to the right will cause your units to 
retreat. It can take several attack rounds to 
finally defeat your enemies. Once combat has 
been completed, you can shift your armies 
between provinces during the movement 
phase, reminiscent of the “free move” in Risk. 
One handy feature allows you to split your 
forces equally between all the provinces that 
have hostile borders automatically, saving 
you the time and trouble of allocating troops 
by hand. You may make adjustments to the 
troop dispositions once the computer is fin- 
ished, transferring units between any two 
connected provinces within your kingdom. 


Provinces that are isolated by en- 
emy territory from the rest of your 
holdings cannot receive troops in 
this manner. 

The Crown Is 
The Economy 

The final part of the game turn is 
the investment phase. During this 
crucial phase, you must decide 
where to allocate your hard-earned 
income. You may recruit new 
troops, found new villages, buy 
weapons and fortifications, buy supplies, or 
simply save money. The game docs pay inter- 
est on any gold not spent during the previous 
turns, but saving is a luxury that many players 
will not get the option to exercise. 
Fiscal management is one of the 
keys to playing the game success- 
fully. Finding the balance between 
building new villages (which pro- 
vide future tax revenue) and sup- 
porting your military efforts 
requires planning and foresight. 

Those players in search of strong 
computer opponents should look 
no further than Heirs To The 
Throne. Fhe computer players are 
very shrewd and aggressive. They 
will sacrifice provinces of dubious value in 
order to defend valuable ones. They will also 
set traps to lure the unsuspecting player into 
indefensible positions. And, when all else 
fails, they don’t hesitate to dig in by building 
massive fortifications filled with troops to 
defy capture. The computer barons will also 
conspire against you. If you pay too much 
attention to one foe, another will creep up on 
your flanks to take advantage of your near- 
sighted strategy. It took several games before 
r was able to consistently beat two computer 
opponents, even under what the manual calls 
“very easy” conditions. I strongly suggest that 
you take on only one silicon-brained adver- 
sary until you have a good feel for the game 
system. Playing against two computer barons 
and a hostile Royalist party is a very demand- 
ing challenge! 

A Long And Profitable Reign 

The interface of Heirs is so well designed 
that novice gamers will be able to use it with 
little difficulty. Pop-up menus guide you 
throughout the game, numeric selections are 
chosen using point-and-click buttons, and 
the entire game can be played using a mouse 
(although keyboard equivalent commands 
arc provided in some cases). 

The graphics and visuals arc functional, but 
are not of the highest quality. Most screens 


are very airtoon-like, especially the screens 
that appear when you arc prompted to higher 
levels of nobility. The map screen is very 
functional and provides smooth scrolling 
during the main phases of game play. A right 
click of the mouse at any time will reveal an 
extensive supply of maps and charts. My only 
complaint would be the quality of the writing 
(especially the spelling!) on both the menu 
screens and in the manual. Since Fmglish is a 
second language for the game’s designers, this 
can be forgiven to a degree, but a good editor 
would certainly have made for a more profes- 
sional product. 

On the surface. Heirs is a very simple strat- 
egy game that breaks no new ground in the 
tactical area. Production and attack games for 
the computer can be traced back as far as 
Empire, but //ewwill remind many veteran 
gamers of the venerable Electronic Arts clas- 
sic Lords of Conquest. What malccs the prod- 
uct particularly attractive arc the many 
user-controlled game parameters. By chang- 
ing these selections, you can create a different 
game situation each time you play. Small- 
continent games can take under an hour to 
play, while a large conrinenr can gobble up an 
entire evening. The “returning heir” selection 
can inject a player with extra motivation, as 
he must consolidate his gains before the Roy- 
alist leader comes back from the Crusades. 
Those who enjoy tinkering with unit compo- 
sition can select the variable unit composition 
option, or simply leave the decision to the 
computer for a “quick and dirty” struggle. 

Heirs to the Throne is a simple and challeng- 
ing strategy game. With its strong artificial 
intelligence and many flexible options for 
customization, it will please many types of 
strategy game fans. While it may not have the 
complexity needed to hold the attention of 
the veteran wargamer for a long period, it still 
provides a welcome diversion from the rigors 
of playing games like Pacific 'War. Heirs is a 
fine complement to QQP’s growing library 
of excellent strategy games, cbw 



Page 76 


Computer Gaming World 







Developed by Team 1 7 Ltd. 

Published by HICROLEAGUE interactive software ' 

U.O.P., 201 Bellevue Building, Newark, DE 19702 

. 1 - 800 - 334-6572 Circle Read» Service 082 


Review 


C.H.A.O.S. - Out of Order 

The C.H.A.O.S. Continuum From Creative Multimedia 

by Christopher Breen 



B e wary of any product chat crumpets 
the worthiness of its ingredients over 
the quality of the whole, This rule 
applies to ever)'rhing from a blind dace 
(“She’s got a great personality!”) to breakfast 
cereals (“Contains 85% more bulk fiber!!”). 
Unfortunately, this also applies generally to 
entertainment software and specifically to 
Creative Multimedia’s C.H.A.O.S. Contin- 
uum. 

The back of C.H.A. O.S. Continuum's CD- 
ROM jewelbox announces that it is “...the 
first CD-ROM adventure to incorporate 
movie-quality animation and special effects: 
created on Silicon Graphics workstations.” It 
also promises “innovative new scripting tech- 
niques” and “various random events” that 
enhance playability. When we wary gamers 


read of the 8-bit graphics that look like 24-bit 
and of the “stereo sound effects and original 
music score,” we might become suspicious of 
this blind date and wonder how much of the 
hype is bulk fiber. 

The Whole 

The C.H.A.O.S. a science-fic- 

tion game in the “Oh my golly! We’ve built 
a computer much smarter than wc arc and 
now it wants to control us!” style. The game 
opens with a panoramic view of the heavens. 
Stars and galaxies whiz by, nebulae burst be- 
fore us, eerie synth pads drone. Suddenly, an 
eyeball appears. From the eye comes a rotat- 
ing pyramid which transforms, with a hissing 


sound, into the C.H.A.O.S. Con- 
tinuum logo. A voice emanating 
from a grid implores us to respond. 

We arc informed that a colony on 
Saturn’s moon, Titan, is being held 
captive by an orbiting computer 
known as C.H.A.O.S. A group of 
scientists who are trapped within a 
parallel continuum are contacting 
us across time from the year 2577 
in the hope that through our home 
computer, we can control a Time 
Probe that will disable C.H.A.O.S. 
and set Titan free. Help us, OBI, 
you’re our only hope.... 

Once a lovely animated sequence has seen 
the Time Probe land safely in New Eden, a 
self-contained biosphere on Titan, control is 
given over to the earrhbound, 20rh 
century game player, and the ad- 
venture begins. Players interact 
with the game through the Time 
Probe interface. A central view- 
screen acts as the eyes to the world 
of C.H.A.O.S. Arrayed around 
this screen is a series of buttons that 
control such functions as naviga- 
tion, data storage, data retrieval, 
on-line help and weapon control. 
The probe includes radar for locat- 
ing the baddies and an update 
screen that displays messages from 
the entrapped scientists. 

These messages are the glue that 
ties things together. Although a mission state- 
ment is presented at the beginning of the 
game, once the probe makes its initial landing 
on I'itan, there’s little to indi- 
cate what you’re supposed to do 
next. Fortunately, after a careful 
step or two, up pops a message 
from these chatty men of sci- 
ence that provides a first set of 
instructions. This is only the be- 
ginning; you can expect to re- 
ceive numerous missives from 
these folks throughout the 
game. Regrettably, these help- 
ful hints are so numerous that 
you feel as if you are being 


guided through the game as a mere witness to 
the action rather than a participant. 

This perception is substantially strength- 
ened by drowsy CD access times and the 
inability to move around certain areas of the 
game. All too often, you hear the annoying 
“Morion restricted!” message when an at- 
tempt is made to explore an interesting ma- 
chine or doorway. Given the time it takes to 
turn the probe around and the frustration 
inherent in the wait, the designers might have 
been better off omitting these inaccessible 
items. 

The Parts 

Okay, so perhaps The C.H.A.O.S. Contin- 
uum is on the slow side and not the most 
challenging adventure game around. Creative 
Multimedia never claimed it was fast — al- 
though “Innovative new scripting techniques 
enhance playability” docs suggest some hope 
of a perkier pace. The company docs, how- 


The C.H.A.O.S. Continuum 


TITLE; Thu C.l i.A.O.S. Conliniiiim 

a tir l.itj!*.'! inoniliir with S-iiil 

I SOWMXonri Ir.imfcr r.iii;, 
■TSOms (ir l(i>i> .itcuss Mlu 

(503) 241-4351 



Poi-e 7S 


Ciinijiiilfr Cdiiiii}}’ Win Id 







ever, trumpet their use of tlic Sili- 
con Grapliics system for the genera- 
tion of movie-quality animation 
and special effects. Are these se- 
quences really so spectacular? 

In short; No more so than many 
others you may have seen. There 
aresomt impressive bits of anima- 
tion and special effects, but to label 
them movie-quality is stretching 
things. True, they arc quite good 
and compare favorably with the 
kind found in some other Macin- 
tosh games, like Iron Helix, but 
there is no discernible difference 
between the quality of animation found in 
C.H.A. O.S. and that of other products on the 
market that did nor employ a Silicon Graph- 
ics machine. 

Likewise, the use of stereo sound is some- 
what exaggerated in the packaging. The game 
does use stereo for some of its sound effects 
and narrative passages, but in a few cases it’s 
employed ineffectively. For example, during 
an instructional message regarding the opera- 
tion of the probe, the narrator’s voice ping- 
pongs between the left and right speakers. 
Although the view .screen docs show a revolv- 
ing wire-screen model of the probe, there is 
nothing to indicate that the player’s orienta- 
tion, or the orientation of his sound source, 
has changed in any way. The stereo sound, in 
this case, simply comes off as a gimmick. 


The Content 


The entire story of The C.H.A. O.S. Contin- 
mmh not contained in the game. Rather, the 
enclosed manual carries a three page pre-his- 
tory of the events leading up to the .scientists’ 
call for assistance. This material is well writ- 
ten and, unlike many science-fiction stories 
of this ilk, is not terribly far-fetched. Unfor- 
tunately, it’s also the most interesting part of 
the plot. By the time the distress call goes out 
and you are invited to participate, all the 
really compelling action has already taken 
place: Titan has been colonized, 

C.H.A. O.S. has been built, 
C.H.A.O.S. has become unruly, 
the colonists have been subdued, 
and the scientists have shuffled off 
into their cozy continuum. What’s 
left is an exercise in digging up a 
few clues, following instructions, 
and completing a couple of fairly 
simple tasks. 

These tasks, which are intended 
to pass for challenges, arc in fact, 
nor challenges at all. For example, 
our first task is to travel into New 
Eden’s underground science lab 


and retrieve a number of codes and maps. To 
gain entry to the various labs that contain 
these items, we must pass the Intuitive Sound 
Cognition Test. Sounds daunting, I know, 
but it’s as simple as a session with rhe old 
Milton-Bradley toy, “Simon,” Here’s how it 
works: 


and played on these buttons. The first time 
through, five buttons are engaged. If you 
make a mistake, the ante is upped to six 
buttons. Any mistake thereafter is punished 
by destruction of the probe and a trip back to 
the main screen where you’re offered the 
opportunit)' to begin anew, resume a saved 
mission, access on-line help, or quit the game. 
Although this test is amusing once or twice, 
on the third and fourth go around it becomes 
tiresome. 

Other than the Intuitive Sound Cognition 
Test, you stumble upon a couple of mazes that 
are easily navigated with the help of pen and 
paper, and you are called upon to play an outer 
space version of “The Lady or the Tiger.” This 
is that old wheeze in which the player is asked 
to make a choice among a number of poten- 
tially dangerous options. The difference here 
is that the tiger is always behind the same 
door — if you make the wrong choice, it’s a 
simple matter to go back to a saved game and 
tiy the next option. 


When the probe draws up to one of the lab 
doors — there are four that must be ac- 
cessed — a computerized voice that sounds 
distinctly low-tech for the year 2577 de- 
mands a security clearance code. A panel 
sporting. 12 buttons then appears. Each of 
these buttons has the ability to light up and 
play a different pitch, and your job, as in 
“Simon,” is to parrot the sequence displayed 


From Bad To Worse 


C.H.A.O.S. is also plagued by a 
number of small problems. One of 
the included maps is wrong (the 
player who stubbornly follows its 
directions will quickly be vapor- 
ized), the Macintosh interface uses 
some odd conventions (to save a 
game, you must first quit and then 
save), and the game is overly par- 
ticular about the kind of exten- 
sions, control panels, and 
hardware you use. The current re- 
lease is incompatible with accelerator cards, 
Adobe’s /177V/and Type Reunion, andApple’s 
MnesBug. 

Creative Multimedia is aware of these prob- 
lems and is correcting the incompatibilities 
and errors for future updates. Sadly, fixing 
these few things won’t significantly improve 
the game. Although the game is recom- 
mended for ages 10 and up, The C.H.A.O.S. 
Continuum simply doesn’t cut the mustard as 
adult entertainment. The game is too slow 
and too easily solved to hold a seasoned game 
player’s attention for long. 

If 1 worked in the Creative Multimedia 
marketing department, I would seriously 
consider revamping the packaging and adver- 
tising to target The C.H.A.O.S. Continuum 
for a younger audience. The perfect market 
for C.H.A.O.S. is young teenagers who have 
an interest in sci-fi and space adventures. The 
level of science is not too advanced, there is 
no violence against humans, and the level of 
intensity is enough to engage a young mind. 

CGW 


hkirch im 


Page 79 





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Review 


KNOTT'S IICHKYI ARM: O 1992 Knoll'f Ucriy T.irin 


H OW do you turn an introduction to 
3D CAD design into something 
that people would want to do in 
their spare time? Disney Software seems to 
have found an answer in Coaster, a simplistic 
CAD program that allows you to design and 
erect your own roller coaster. As reward, you, 
the budding engineer, will then havcachance 
to experience first-hand your dream amuse- 
ment park heart-stopper. 

Disney’s newest venture has .several things 
working in its favor, not the least ofwhich are 
its price, its miniature size (at a mere 1 . 1 MB, 
the program fits quite comfortably on a com- 
mon hou.sehold diskette), and its ability to 
run on just about any 386 machine. 

But certainly the most intriguing element 
of Coaster is the actual construction of the 
railed machine. With a simple tap of a mouse 
button, thrill-seekers will find themselves im- 
mersed in an informative and accurate “3D” 
CAD sampler. Here, various track pieces are 
at the ready, including left and right handed 
curves, loops, barrel rolls and climbing 
straights. The mission for the architect is the 
amalgamation of all the components into 
.some form of a working unit that will thrill 
the pants off, without ripping the spines out 
of, coaster lovers. 

In the design mode, a detailed grid defines 
your working space, a pair of button bars offer 
various track pieces and movement keys, and 
you may zoom both in and back out again, 




rotate, flip, and manipulate works in 
progress for views that are perspec- 
tively correct from all angles. I'hc 
height, pitch, banking, length and 
even the color of each individual 
track piece are hilly adjustable, as is 
the desired amount of gravitational 
pull. For those who have always felt 
the CAD learning experience might 
be, shall we say, imposing, Coaster 
represents a fine working primer on 
the subject. 

Upon completion of the model, 
actual testing will determine its qual- 
ity and “rideability.” If a rollercoaster 
car is unable to make it from start to 
finish due to shoddy workmanship, 
it’s literally back to the drawing 
board. Perhaps the degree of track 
banking is insufficient, or the peaks a 
little too tall — whatever the prob- 




B 




lem, you will have to reasse.ss and rebuild, or 
find a new line of work. 

After experiencing first-hand the horrors of 
your mind wrought into ironwork, a sort of 
post-game aniilysis will check a number of de- 
sign characteristics such as l^dc ’I'imc, Average 
Speed, Top Speed, Maximum Height, Maxi- 
mum Gs, and so on. In this “Signature” mode, 
a wire-frame perspective of the ride will sit in 
the screen’s upper left corner, while a poly- 
graph-style plotter runs at the bottom, graphi- 
cally depicting all the forces at work either 
enhancing or detracting from 
your masterpiece. If the coaster 
builder feels the overall statistics 
to be strong enough, the true 
ftin quotient will be ready for 
the most intense semtiny. 

Residing deep inside the 
Coaster program are a group of 
people known as I’hc Evalua- 
tors. Their sole function is to 
critique the gentle nuances and 
barf factor of each particular 


Coaster 


structure, and they’re a hard lot to please. The 
Surf Dude, Mousy Librarian, Nintendo Kid, 
Little Old Lady, Blonde Babe, and Redneck 
Cowboy make up this eclectic judging panel, 
bonded together only in their lust for the 
thrill of the rails. Each has a specific coaster 
fetish, and where a relatively tame affair will 
garner weary expressions and sarcastic com- 
ments, a hell-bent screamer will elicit extreme 
physical reactions, verbal enthusiasm, and a 
high score. When all The Evaluators have 
found their own sen.se of joy in a single struc- 
ture, your job is complete.. .until next time, 
when the compelling design phase draws you 
back for another go. 

From most viewpoints. Coaster \s an inno- 
vative, refreshing little software gem, and as- 
sembling the pieces of new coaster "puzzles” 
may well become an engaging and possibly 
ob.se.ssive undertaking. But establishing new 
levels offirst person thrills is not the strong suit 
of the program. As Ted Shred, the 
Evaluating Surfer Dude might say, 
“Building the monster machine is, 
like, tubular, man. ..but, hey, rid- 
ing it through a monitor screen is 
like, bogus.” 

Clearly, riding a digital Matter- 
horn is a far cry from the “chuck- 
your-lunch” frights of the real 
thing, but Coaster \% somewhat in- 
effective even in its attempt. 
Granted, a “virtual” roller coaster 
is indeed an ambitious idea, but 
while the “clackety-clack” of wheels against 
rail helps audio make the grade, visual percep- 
tion is left wanting — a sort of throwback to 
those EGA days of yesteryear. The Coaster 
track is skeletal, scenery is Mickey Mou.se (a 
mountain range thrown onto the horizon), 
and no, your air cannot be hurled wildly 
through the air and viciously to the ground 
from a poorly designed track. 

Although sen.sory expectations may not be 
met. Coaster presents its own little magical 
kingdom in other areas, and introduces 
a new twist (and a few loops) to the 
gaming world, cgw 


TITIT; 

I'KICt: 

SYSTLM; 

RFQUIRFMtNTS: 


J86 or belter, 1MB RAM, 
VGA gr.iphics, IMB hard 
drive sp.ice, mouse 

)im Simmons, Dan Duncnif 
Disney Soflw.ire 
Burbank, CA 
(800)f.B8-152() 


Page H2 


Ceiinpuler Gaming World 




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SUBBOUNDED BY ANTI-AIBCBnU. 
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LIVE TO TEU. nrgULD YOU? 


A TRUE STORY 
Kuwait, May 23, 1991. Captain 
Dean “D-Dawg” Pennington dives 
to take out an Iraqi 85mm gun 
emplacement below. “Flares, break 
left!” his wingman screams. He 
wrenches the stick just as a SAM 
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THE STANDARD BY 
WHICH OTHER FIGHTERS 
ARE JUDGED 

Captain Pennington survived 
on skill, nerve and the awesome 


capabilities of the F-16 Fighting 
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FALCQN 



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and go on to hit the enemy in his 
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IMig}-29 ue FALCC 


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The fight of your life. 


Circle Reader Service # 7 15 



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Roadside Assistance 
For Sam & Max 

Scorpio Ploys The Good Somoriton 
To Adventurers In Need 




I t’s not enough to say that Sam and Max 
Hit The Road is bent. It’s warped and 
twisted enough to put a DNA strand to 
shame. Imagine a pair of wacko critters roar- 
ing around the countryside c;dling themselves 
the Freelance Police. Almost makes you wish 
for an aspirin and a flak jacket. Hey Fred! 
Check the storage closet! 

As a general rule, it’s Sam who performs 
most of the actions in this game, but don’t 
forget about his partner. When something 
has you puzzled, when you’re not sure what 
to do, when in doubt — use Max! Hey, it can’t 
hurt. 

OLay, so our boys Sam (the dog) and Max 
(the psychotic rabbit) have just been assigned 
a hot new case. Before running off, though, 
be sure to check out the office thoroughly. 
You don’t wanna be without money, or any- 
thing else you might need later (walk ALL 
around the place). 

After some fun stuff on the staiiway, it’s 
time to hit the street and find that bonded 
city courier. Hmmm. He doesn’t seem to be 
around. Then again, this being die game it is, 
maybe he doesn’t look like you’d expect (and 
just what were you expecting, anyway?). 

Now it’s off to the 
carnival to learn 
what the problem is. 


and it turns out to be a strange one; the prime 
exhibit, a Bigfoot-on-ice, has vanished, and 
so has Trixie the Giraffe -Necked Girl. How 
did Bruno get out of the ice? Why did he take 
Trixie? Where are they now? And who were 
those two unpleasant types you ran into on 
the way in? That’s what you’ll have 
to find out as you go along. Real 
detective work here. Hah! 

Walk around the carnival and be 
sure to talk to everyone. And you 
w^zrrplay Wak-A-Rat. Yep, no way 
around this one, and you do have 
to win. Besides, haven’t you always 
dreamt of bonking a passcl of sassy 
rats? Look around the rest of that 
tent, too. And don't forget to take 
a ride on the Cone of Tragedy! 

So now there’s the Tunnel of 
Love to get through. Kinda dark in here, huh? 
Maybe some extra light will help with all that 
blackness. Ah, is that a fuse panel we see? Sure 
looks like one. Let’s be vandalistic and blow 
the fuses! You gotta be quick, though; this 
one requires split-second timing (you might 
say it’s almost like splitting hares). 

It isn’t long after this that you talk to Doug 
the Moleman. He can tell you some interest- 
ing things — like about the World’s Largest 
Ball of Twine and the real story behind 
Bruno’s escape — for a little bribe (where to 
get it ought to be pretty obvious). 

I know you’re eager to rush off to the twine, 
but visit Trixie’s trailer 
first so that you can get 
Gator Golf on the map 
(saves a little time). This 
twine episode is a little 
tricky, and you’ll be 
coming back here more 
than once, so don’t ex- 
pect to get everything 


done on the first visit. For now, it’s enough 
to talk to the weirdo who bends wrenches 
with mental power. And you can mess around 
with the binoculars if you like, but that’s 
really for later. 


So what’s next? How about that World of 
Fish, eh? (Remember not to leave empty- 
handed!). Say, that big fake fish on the left 
sure looks interesting. I wonder if anything 
might be inside? Or, if not, maybe something 
might go in there instead. A couple of some- 
things, even. At least it solves one of the 
problems with the ball of twine. 

Now let’s go see what this Gator Golf is all 
about. Wow, miniature golf with alligator 
hazards! Whatta concept! And speaking of 
hazards, there’s Conroy Bumpus and his 
stooge again. In hardly any time at all, Sam is 
out cold, and poor Max is trapped in the 
Dunk-the-Beast. 

Before rescuing Max, have a little fun with 
the golf course (I just loved dunking Max a 
few times myself!). Then it’s down to serious 
stuff, like getting over to him without being 
chomped by alligators. Maybe you can give 
them something else to chomp on (Conroy 
comes to mind, but he’s not available, so 
you’ll have to fish around for an alternative). 


I^cige 86 


Cainoiiter Gaming World 



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'ORIGAMO' Advance through the maze by successfully 
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along or your blocks will stack up and time will run out. S39 




‘STAR WARS; 
REBEL ASSAULT' 
Take control of a 
StarWars vehicle in 
challenging piloting 
& combat sce- 
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‘METAL & LACE' 
The gorgeous Robo 
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Strapped in Robo 
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Ssexy graphics. S32 



■OPERATION 
CRUSADER' is set 
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■THE C.H.A.O.S. 
CONTINUUM' is a 
fully interactive 
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Titan Colony Is be- 
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innovative image 
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IBM HARDWARE 


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Hey, what’s this? It’s a sno-globe from the 
Mystery Vortex! (You didn’t see that? You 
didn’t look close enough!). If Sam and Max 
weren’t twisted enough before, they’re sure 
gonna be after a visit to this bizarre place! 

lading the mini-vortex is fun, but it’s really 
important later on. What you have to do here 
is find Shuv-Oohl. Look at all those doors. 
Maybe he’s in back of one of them? Could be, 
but just try getting through ’em. Not so easy, 
is it? 

Meanwhile, all this getting taller and get- 
ting smaller stuff makes you feel like Alice in 
Wonderland, huh? Well, you reflect on that 
for a little while. And when you get to the 
secret of the Vortex (there’s r/jreeof ’em; don’t 
miss the far right!), be sure to check out all 
the pretty colors. 

So now you talk to Shuv-Oohl, but he 
wants something (like his ring from inside the 
big ball of twine) before he’ll tell you any- 
thing important. Hey, no problem, haven’t 
we done harder stuff already? All you need for 
this is a big reach, a helping hand, and a little 
attractiveness. 

And while you’re at the twine, use those 
binocs to locate Frog Rock (you DID fix 
them sometime or other, right?). What’s that? 
You say everything looks too small? Wak! 
Wak! Wak! (Got the idea now?) 

Okay, so you give Shuv-Oohl the ring, and 
he gives you some stuff and some instruc- 
tions. Just follow them (I will not attempt to 
describe the results, just do it and see for 
yourself), and then it’s on to lovely Bumpus- 
villc! 

’I'hat’s right, the home of Conroy Buinpus 
himself. Be careful what you grab in here; 
some things are safe and some aren’t. But it’s 
okay to talk to Lee-Harvey (in fact, you can 
get some inter- 
esting info from 
him), and you 
don’t want to 



miss the floor show. Especially not that, since 
you finally catch up to Trixie and Bruno, sort 
of There’s just this little alarm system you 
have to do something about first (doing 
something about Conroy will be a little fur- 
ther in the future). 

So you gotta do something about Lcc- 
Harvey. After Gator Golf, it’s obvious that 
sheer physical violence isn’t the answer (a 
great disappointment to Max, no doubt). 
However, Lce-H isn’t too bright. A little 
adroid diversion should be enough for that. 

Facing the dragon can be a little tough. 
Maybe frustrating, ’cause he seems to have 
only one vulnerable spot (believe me, I tried 
’em all!). Need a hint? Just look at the title of 
this column (talk about giveaways!). 

Ail right, so you free up Trixie and Bruno, 
but they aren’t interested in going back to the 
carnival (can’t blame ’em). Instead, they take 
off for the Savage Jungle Resort and the Big- 
foot part)'. Sure, you can follow them there, 
but not being Bigfoots (Bigfeet?), S&M can’t 
get in. At least they can talk to Evelyn Mor- 
rison. Those brochures are handy for lighting 
up Mount Rushmore and Celebrit}' Vegeta- 
bles (using GREAT restraint, I make no fur- 
ther comments on that last one!). 

Mt. Rushmore is a great place for bungee- 
jumping. Just remember you’re not doing 
this for fun. There’s a reason for almost plop- 
ping into that tar pit. And don’t miss the 
dinosaur exhibit. Y’know, that woolly mam- 
moth loolcs prett)' hot with all that fur on 
him. 

Okay, okay, you figured out our boys have 
to disguise themselves as a Bigfoot to get in, 
bur even all dressed up, there’s no way past 
the bouncer. Unless you do him a favor, that 
is. He sure has trouble with his big feet (heh). 
So what can you do about it? “1 gotta go, 1 
gotta go!” (See how cleverly I snuck that hint 
in there? Ouch!) 

So now you’re at the part)' (Sam and Max 
sure make a cute Bigfoot). Talk to all of ’em 
ifyou like, hut the real action is in the kitchen 
(a hard place to find, as it’s not evident on the 
screen; go left near the dancers). 

Hmmm. A freezer? Anything 
inside? Nope, it’s empty right 
now. Wliat about that back 
door.. .wonder where it leads. 
OOOPS! Look who just walked in: Conroy 
and Lee-Harvey, and they’re about to snatch 
Sam and Max as a Bigfoot prize (yeah, some- 
times Conroy isn’t too bright, either). What 
to do? 

Well, really the only thing is to show Con- 
roy what a mistake he’s making (this is a little 
'\^ tricky, since just talking to him isn’t enough; 
play with your inventory). Of course, that 



gave Conroy the idea of him and Lee-Harvey 
using the disguise to spy on the Bigfoots 
(Bigfeet?), and they step into the freezer to 
put it on (hey, I said these guys weren’t too 
bright!!). 

Do I have to say what comes next? Didn’t 
think so. Anyway, having done a big favor for 
the Bigfeet, Sam and Max are made honorary 
hotshots of the tribe and taken to the final 
puzzle of this crazy adventure — the four to- 
tem poles — which, befitting an endgame, is 
the toughest section of the game. 

Actually, it’s not too hard when you realize 
that each pole represents an item, and when 
you figure out what the item is, you just hand 
it over to the chief Simple, eh? Okay okay, 
maybe not. I admit, 1 spent a lot of time tr)'ing 
to use the items on the poles themselves until 
I tried giving the stuff to the chief (hey, I have 
my off days, too). 

So let’s see here. Ya need something from 
Celebrity Veggies (and it ain’t Conroy; pic- 
ture something else). Ya need something 
from Mount Rushmore (think D.D.S.). Ya 
need something from Conroy’s mansion 
(yawn). And ya need a little something from 
Mystery Vortex, after you find a plug (hie). 

Then just sit back and enjoy the fun. Espe- 
cially enjoy Max’s bright idea for returning 
the Bigfoot to the carnival. A perfect ending! 

And that’s about it for now. Remember if 
you need help with an adventure game, you 
can reach me in the following ways; 

On Delphi: visit the GamcSlG (under the 
Groups & Clubs menu). 

On GEnie: Stop by the Games Round- 
Table (type: Scorpia to reach the Games RT). 

By US Mail (enclose a self-addressed, 
• stamped * envelope if you live in the United 
States): Scorpia, PO Box 338, Gracie Station, 
New York, NY 10028. 

Until next time, happy adventuring! cbw 


Pu^c .V« 


Computer CHiiiiini^ Work! 


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Review 



Darth Vadei* 


The Terminolor 


Star Wars And T2 Meet In A 64-Square Universe 


by Jay Kee 


C hess has been around for centuries. It h:us outlived empires 
and dynasties, survived wars and rebellion, and transcended 
endless attempts to analyze it. There is a certain symmetry, a 
fascinating depth to the game that will sustain it into the next 
millennia and beyond. In the fickle world of games, it has uncanny 
staying power. Maybe that’s why so many have tried so hard to 
re-invent it. Although there have been variations like Archon and 3D 
Chess, no one really succeeded in doing anything really different with 
the grand old game until Battle Chesshii the shelves. 

Battle Chess took the simple premise of dramatizing the actual 
capture of pieces without altering the rules of the game. It was 
successful, and it naturally resulted in several sequels, including the 
latest release of Interplays Battle Chess 4000. On the down side, it 
also spawned a host of imitations and look-alikes — some good, some 
bad, most mediocre. The latest entries in the Battle Chess look-alike 
contest come from Capstone with Terminator 2: Judgment Day Chess 
Wars, and Software Toolworks with Star Wars Chess. 

Not content with simply imitating the format with animated cap- 
tures, these games introduce a new element: Hollywood. Both games 
are based on mega-hit movies. The boxes and literature and game 
graphics draw heavily on themes, music and characters from the films. 
The idea .seems to be that if you loved the movie, you’ll buy die game. 
Let’s set aside the packaging and cinematic cross-promotion for a 
while and take a look at the actual games. 


Use the Force, Luke. Castle Kingside! 


Software Toolworks’ Star Wars Chess runs exclusively under Win- 
dows 3.1. The minimum hardware requirement is a 386-33 with 4 
MBs of RAM, MPC-rated sound card and CD-ROM drive, and 
SVGA graphics capability. A 486-33 is recommended. The one catch 


Star Wars Chess 



TITLE: 

PRICE: 

SYSTEM: 

REQUiREMENTS: 


PUBLISHER: 


Star Wars Chess 
S-J-LSS 

IBM CD-ROM 

386 33MHz, 4MB RAM, SVGA 
graphics, CD-ROM rJrive, 
Windows 3.1, Microsoft Mouse, 
MPC-Raled Sound Card 
The Software Toolworks 
Novaio, CA 
{415)803-3000 


here is the Windows driver you’re using. If you aren’t running a 
640x480x256 color driver, you’ll have to use Windows Setup to 
reconfigure before the game will run. If you don’t have a 256-color 
driver, you’ll need to get one — either from your graphics card manu- 
facturer, your dealer, or the Windows support library on one of the 
major commercial nets, like GEnie or CompuServe. 

'fhe game runs full-screen in 640x480 and looks every bit as good 
as in 800x600, which runs inside a non-rcsizable window. The SVGA 
graphics are sharp, smooch and very attractive. The pieces are faithful 
reproductions of various Star characters, creatures and mechani- 

cals, and the backgrounds for the two 3-D boards are detailed without 
being cluttered. 

Both music and sound effects arc excellent — this is a CD, after all. 
Strangely enough, music and sound-effects are not independent 
options. If you turn the music off, you lose the sound effects as well. 
As nice as the music is, it gets monotonous after awhile, and it would 
be nice if you could turn it off without losing the effects. 

Being a Windows game, Star uses a mouse interface. The 

pieces are moved by a drag-and-drop method that’s a bit awkward 
until you learn to place the pointer slightly above the target piece. 
Until you do, you’ll invariably click on the wrong piece. 

The game menus also take some getting used to. Options are 
selected through a scries of icons located in the lower left corner of 
the screen. Clicking on an icon will bring up another row of icons 
which contain specific options, highlighted in text in a window bar 
to the right. Once you get the hang of it, it’s really very comfortable. 

Game options are limited to barc-boncs basic chess settings, which 
include taking back moves, choosing side and opponent, forcing 
moves, replaying moves, or asking for hints. Play levels arc uncompli- 
cated and single-tiered, consisting simply of five choices ranging from 


T2: Judgment Day Chess Wars 





Terminator 2: Judgment Day 

■ ^ * I — 1 - j ^ ^ 

Chtss Wars (Willi Grandmaster Chess) 

PRtrF- 

$49.95 

sYsitM: 

IBM CD-ROM 

iirfmfnts- 

386 33MHz, 1MB RAM, 10MB hard 


drive space, VCA/SVGA graphics, 


mouse; supports AdLib, Sound Blaster, 

1 

PAS, Roland, Covox Sound Boards 

HH li 

sound cards 

iiBBBII I'UBLISHLK: 

Capstone 

liFL* ! 

Miami, FL 


(30S) 591-5900 


Page 90 


Computer Gaming World 





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Newcomer to Expert. I ’hcrc arc none of the extras commonly found 
on standard chcs.s programs, such as tliink-during-move, learning 
mode, time coniroLs, tournament clocks, or the selection of openings. 
1 find this especially surprising considering that the game was built 
upon the Chessmastcr engine. 

Also conspicuous by its absence is the 2-D/3-D option. I'he game 
must he played out on the 3L) board, which for all pracriail purposes, 
is next to impossible. Once the novelty of the animated captures wears 
off — and it wears off in a hurry — you’re going to want to switch to a 
2-D board to play the game. With pieces occupying the middle of the 
board, things get so cluttered it’s impossible to analyze your position. 

There is a Setup option that allows the player to arrange pieces to 
re-create game positions on a 2-D hoard, but for some unfathomable 
reason, you can’t play the game from this board. You’re forced to 
return to the 3-D board and pieces. 



Star War.s Chess 


As for the chc.ss engine, it’s adequate but mostly harmless. I'hc lack 
of an opening library slows it down and makes for some boring, 
repetitive games. If you’re looking for a challenge, you’ll be disap- 
pointed; ifyou like to win, you’ll be pleased. 

'riie animations in the Battle Chess piwxe are the stars of the show. 
When so much of the actual gameplay is sacrificed for the sake of 
sound and graphics, nothing less than spectacular will do. Battle Chess 
4000 dcYwcxcd — with SVGA graphics, fluid animation and digitized 
sound, all on a disk-based game with a lower hardware requirement. 
Star Wars C^fjrdoes not. 

While the graphics and sound are nice, the animations are a hit 
choppy and slow. And although the capture .sequences vary randomly, 
they are for the most part predictable and uninspired. In fact, the best 
part about them is that they can be turned ofl. 

You May Check Me Now, But.. .I’ll Be Back! 

Capstone’s Temiinator 2: judgment Day Chess Warsxs also a CD- 
ROM game. It installs and runs under DOS and requires a minimum 
386-33 with VGA or SVGA graphics capability, 2 MBs extended 
memory (SVGA), and a double-speed CD-ROM. A sound card is 
required, but the sound will play through the PC speaker. Again, a 
486-33 is recommended. 'I'hc game doesn’t like compression pro- 
grams; if you’ve got a compressed drive, it probably won’t run. 

Right up front, I have to say that the game crashed repeatedly on 
my system. Configuring and various hoot disks did nothing to 


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alleviate the problem. The game would 
load and play for a of time, then crash, 

Commentary on the chess engine is lim- 
ited by the fact chat not a single game 
was played to completion. 

The graphics are unimpressive, espe- 
cially for SVGA. There arc five different 
board designs available, but the only 
thing that changes is the background — 
the board stays the same. Pieces consist 
of characters and machines from the T2 
film that move around the board either 
by walking or stepping into a “vortex” 
that transports them to the destination 
square. The vortex effect is fairly quick, 
but the walking consumes too much 
time. Fortunately, the Preferences option allows you to turn the 
various effects, animations and sounds on or ofl. It may be a testimony 
to the quality chat 1 eventually turned eveiything but the sound off. 

Captures are all dramatized by animated battles, but unlike Star 
Wars Chess, they cake place off the board. The transition to and from 
these animated sequences is painftdly slow (even with a double-speed 
drive), and the animations themselves are a big disappointment. 
'I'hey’re poorly-rendered, jerky and wholly underwhelming. 

d'hc sound is quite good, however, and could be considered the 
highlight of the game. Effects are solid, and there are two types of music, 
Moody or Nervous, to choose from. The music does wear chin, but when 
it does, the sound effects aren’t lost when the music is turned off. 


from Beginner to Grandmaster, but you 
can also vary the style of play by choosing 
Active, Passive or Balance style options. 
The game will print moves and diagrams, 
and includes a 'fime Control option chat 
provides a wide range of clock options. 
There’s even a feature that will compute 
your racing on the USCF scale over a short 
or long-term time-frame. But there are a 
couple of key elements missing. 

A 2-D board is not supported, and al- 
though there is a Library Option on the 
menu, 712 apparently does not pos.scss an 
opening library. The manual states that it 
has a library containing 4500 opening 
variations, but when you select the op- 
tion, there’s nothing there. A subsequent check of the CD and 
installed files also drew a blank. There’s an Adjust Variety option that 
allows you to set the variety of moves T2 chooses from the opening 
librar)', but without a librar)', it’s a moot point. 

Endgame 

Both Star Wars Chess \xn({ T2 Chess are examples of marketing 
at its best (or worst, depending on your point of view). Their appeal 
is centered on their expensive movie licenses and the genre they’re 
imitating. Their value as chess games is minimal; their value as pure 
entertainment is non-existent. While Star Wars Chess docs the better 



T2: JufIginenI Day Chess Wars 


72 C/;ejj\I 477 -^offers a better range ofgame options chan job with its licensed bells and whistles, both of these games are 

Chess. You can sec playing strength by selecting one of five settings destined to collect dust on a shelf, cgw 



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he good news is you survived 1 
the plane crash. The bad news js-.,<j 
you're on the Isle of the 


■ Now, as you search for soj^^a^lV'. 
Hem? and a 

' X^facfea'hdfniyfpg assbrt^^ 

• eating zbm^ifevliid^b blood- 
thirsty wolyes-and other unsavory 
locals. Can we help it if the press; 

/ is calling U "gory," "gruesome," 
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you’ll traverse dertsc ipngfeS, . 

' treacherous cayes'ahd explore the 
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Seplcmbcr '93 


iiflt'i/rUure. 


PC Entertainment 
October .'93 ■ 




Review 



Only In A 


Syndicate Goes To The States 
In American Revoit 


by Jeff lames 


R evokicion muse be in the blood of 
chose damned Yanks. Your multi-na- 
cional corporation liad captured the 
market-share of world power through its ag- 
gressive “marketing campaign,” hue now a 
rotten apple has been found in the pie chart 
of your global dominance. I'he territories in 
the Americas, both North and vSouth, have 
decided to vote with their firearms and vio- 
lently secede from your young global empire, 
preferring reckless autonomy to forced sub- 
servience. 


Syndicate: American Revolt, an add-on disk 
to the original Syndicate program from Elec- 
tronic Arts, offers 21 single player missions in 
which you must coerce the American territo- 
ries back into the union — by whatever means 
necessary. In addition to the single player 
missions, a new multiplayer feature allows 
skull-to-skull competition in ten missions 
with up to seven ocher flesh and blood Syndi- 
cate players across a compatible network. 

The multiplayer mode isn’t the only new 
feature. Two new weapons have 
been added to every Syndicate ex- 
ecutive’s arsenal: the clone shield 
and the air strike. Useful only for 
multi-player games, the clone 
shield can disguise your deadly 
cyborg agents as harmless civil- 
ians, allowing you to sneak close 
to an unsuspecting enemy and 
surprise him with a sneak attack. 

Whereas the clone shield empha- 
sizes subtlety and deception, the 


Air Strike relies on raw explosive power. To 
use the Air Strike, you simply mark the target 
area with a crosshair and hustle your agents 
out of the area. A flight of militar)' aircraft will 
then rocket overhead, decimating large tracts 
of real estate with explosive munitions. 

In terms of playability, American Revolt 
leans towards the more difficult end of the 
spectrum. Players who managed to bully their 
way through the original Syndicate missions 
by loading up on mini-guns and medikits will 
have a difficult time with most of the missions 
in American Revolt. A few scenar- 
ios arc absurdly difficult, as if the 
developers were crying to “get 
even” with players who thought 
that the original was too easy. 

The increased difficulty of 
American Revolt amplifies the 
shortcomings of the original Syn- 
dicate, turning niggling foibles 
into serious impediments to 
gameplay. The inability to see 
behind buildings and ocher 
structures was only irritating in 
the original; in American Revolt, 
a hidden enemy has enough firepower to 
decimate an entire .squad faster than you can 
say “cyberpunk,” The amount of graphic de- 
tail in the original Syndicate one of its 
strengths; here, that same detail leads to slug- 
gish animation and lethargic gameplay. The 
missions in American Revolt often packed 
with opponents, with several dozen heavily 
armed enemy agents not uncommon for most 
missions. The combat zone can quickly be- 
come choked with explosions, rocket exhaust 


burning shrubbery, and other animation, 
bringing even the fastest 486 machines to a 
crawl. When presented separately, these 
problems arc merely irksome. Combined, 
they can tiy the patience of even the most 
accepting gamer. 

Hard-core Syndicate mMs who couldn’t get 
enough of the original game — and who have 
access to a network running NETBIOS — 
will most likely be able to overlook the (lies 
in American Revolt's ointment and find hours 
of enjoyment. Less interested gamers should 
steer clear and wait for a more playable addi- 
tion to the Syndicate hm\\y . cgw 

Network Notes 

I tested American Revolt on a small 
network running Novell Netware 
workstation shell v3.31, Novell 
IPX/SPX v3.10 and Novell NETBIOS 
v3.()l . The procedure for running the net- 
work game is fairly straightforward. First, 
log onto the network and run NETBIOS. 
After starting Syndicate, select “multi- 
player game” from the main menu. A mis- 
sion selection screen will appear, listing the 
ten available multiplayer missions. Before 
beginning a multiplayer game, all players 
should select the same mission and the 
same number of players. 

The instructions state American Re- 
volt needs at least 510K of conventional 
memor)' free after all the requisite drivers 
have been loaded. While the game will 
load in that configuration, practical play- 
ing experience revealed that having at least 
550K of conventional RAM free on each 
machine prevented the occasional lock-up 
or drop to DOS. Getting that much free 
conventional memory isn’t easy when you 
have a machine with a CD-ROM drive, 
disk compression, network driver.s and 
other memory-grubbing TSRs. Use a 
clean boot disk or the multiple boot op- 
tions of MS-DOS 6. 0/6. 2 to get the most 
out of your available RAM. I found the 
DOS 6 memmaker utility to be especially 
helpful at optimizing RAM for gameplay. 



Syndicate: American Revolt 



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Circle Reader Service #97 





M any years ago Europress Software 
released a CGA/RGA racing game 
called liAC Lombard Rally. Named 
after a well known car Rally in die United 
Kingdom, this was a respectable first-person 
driving simulation witli some elements of 
route planning and resource management. 
Europress has now brought this theme into 
the 90’s with Netivork Q RAC Rally (renamed 
simply Rally for the U.S. market, see Taking 
A Peek, pg. 174). For those new to the RAC 
Rally, it’s a grueling four day 350 mile race 
with both day and night driving on surfaces 
varying from tarmac roads to forest dirt 
tracks, and with weather from sun through 
rain to snow and ice. Each day of racing a 


certain number of stages must be completed, 
each within a time limit. Thirty-five stages of 
the Rally are featured with a choice of five 
different cars. The graphics are strong, and 
although flight-sim multiple views are not 
supported (straight ahead view only), the 
night time driving is about the best in any 
racing simulation. A nice touch is that of a 
speaking navigator who talks you through the 
course using proper Rally jargon, ’flie game 
runs decently on a 386-16 MHz processor 


but a bit more is recommended, especially for 
sound board support. Network Q RAC Rally 
will be brought to the U.S. via Accolade, and 
should be available as you read this. 

On the sporting fronts I have been asked 
about computer simulations of that most 
quintessentially English of pursuits, the game 
of Cricket (a sort of baseball with more com- 
plicated rules — sides that are out trying to get 
the side that is in, out). There have been a 
couple of previous efforts by U.K. software 
houses to reproduce the thud of leather on 
willow, but these have tended to have poor 
graphics and very little gameplay. The basic 
rules of cricket lend themselves well to simu- 
lation, and if the likes of U.S. football and 
baseball can be converted, there is 
no reason why Chinamen, Leg Be- 
fore Wicket and Full Tosses 
shouldn’t make a suitable case for 
treatment. 

U.K.-based Audiogenic is now 
threatening to make terms such as 
LBW, Silly Mid-off and Googlies 
household words with their Gra- 
ham Gooch World Class Cricket. 
Master Graham is the highest 
scorer in English first class cricket, 
and it is to be hoped that this con- 
version will be rather more success- 
fill than the recent English XI per- 
formances. Shots playable include hooks, 
sweeps, leg glance, and back on the driving 
front — on, straight, off and cover. Bowling 
styles will allow fast, slow, swing and pace. 
This is coming to Cricket nets near you 
shortly. 

There is lots of gossip and rumor in the 
ether — talk of a new Mike Singleton game, 
the third part of Lords ofMid7ught. The origi- 
nal game and its rapid sequel Doomdarks 


Revenge really big on old 8-bit formats, 
and although Part Three was underway, the 
purchase of its prospective publisher resulted 
in it being shelved many years ago. Singleton 
Esq. and Messrs. Maelstrom intend to revive 
the name as a PC version, either bearing the 
name Lords of Midnight ox perhaps with the 
title mooted for the original third part. Eye of 
Doom, d'he original Lords of Midnight a 
role-playing game that pushed 8-bit further 
than it could really go — an interesting devel- 
opment in prospect. Watch this space for 
further news... 

Rough Ryder 

Ocean, basking in the reflected glory of 
TEX, has also released another golf game. It’s 
amazing how much computer attention this 
sport continues to attract. With Links 386 Pro 
and David Lcadbetter still taking the high 
ground, new releases appear on the first tee at 
regular intervals. Nick Faldo's Golf and 
Ocean’s recent Open 6'fl^havc made the PC 
faiways even busier, and here is yet another. 
Ryder Cup Co^attempts to simulate probably 
the best international team sport in the world. 
The ridiculous control system in Open Golf 
has in part been abandoned, and the player 
now has a choice of three control systems, one 
of which is the standard power meter 
method. 

Ryder Cup Golf allows you to compete in 
the three matchplay formats of singles, four- 
ball and loursomes. In its favor, up to four 
human players can take part and attempt to 
win the cup as a team. Unfortunately, the 
graphics are rather dated (more like EGA 
standard) and with no feeling of medium or 
long perspective. Putting is often the Achilles’ 
heel of PC golf games (as the famous pros say 
“Drive for Show and Putt for Dough”), and 
Ryder Cup Golf is no exception with a crude 



Pasfc 9H 


Computer Cuming World 




You’re finished with Equipped with ASRAAMs, Mavericks, M61s, iaser-guided 
training... Had your GBUs...you’re fuiiy ioaded to tackie more than 200 “real- 
fun and games. Now world" campaigns, based on today’s geopolitical realities, 
it's time to face reality And to keep you sweating bullets, from Somalia to Sarajevo, 



in the most sophisticated aerial combat simulation ever 
created for your PC— TFX: Tactical Fighter Experiment, 

Grab the controls of any of three USAF-spec flight models 
and spread democracy over five million square miles of 
topographically accurate landscape. 


the skies are swarming with Al-programmed bogeys that'll 
make you pay for your mistakes.. .with your life. 

Log on and engage in TFX. This time, you're not just playing games. 











Gremlin Graphics' Litil Divil 


and insensitive interface. In the real McCoy, 
it’s often the delicate feel and skill on the 
putting surface that makes all the differ- 
ence — forget this in Ryder Cup Go^^Nothing 
beats the real thing, and as a second best there 
arc far better programs lining the fairways. 

You Litil Divil, You! 

The star thi.s month is a delightful graphic 
adventure called Litil Divil. Produced by 
Gremlin Graphics and with its final coding 
being produced in the Emerald Isle, Z)/rV/has 
been a show stopper at the European trade 
shows for a few years. It has been delayed and 
delayed, and it appeared it might suffer the 
fate of so many products that just take too 


long to come to the shelves. Fear 
not — Litil Divil has now arrived 
and should cause quite a stir. Basi- 
cally it is a cartoon-style graphic 
game with a very daft plot involv- 
ing recovering pieces of pizza. If 
you can get beyond this tacky sto- 
lylinc you’ll find that the keyboard 
or mouse will control the actions 
of a comical demon as he navigates 
a large and varied subterranean 
world. 

The locations are full of puzzdes 
and problems that mostly require 
an element ofdexterity and can often only be 
solved after considerable trial and error. 
Treasure rooms are dotted around the world 
allowing you to spend the gold coins littered 
through the locations and buy special items 
and provisions. 

The graphics arc similar to those used in the 
Don Bluth laserdisk games, but Litil Divilis 
stuffed full ofgamc playand long term enjoy- 
ment. The sound effects add considerably 
and the interface, although a bit quirlc}', 
works well. The main plank of this product 
is the devilish sense of humor that pervades 
from start to finish. Your character takes some 
real stick — from being eaten by swamp crea- 


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cure.s to having pianos fall on his head. It’s all 
great fun and there is a fair aniounc of “car- 
toon violence.” If Tom and Jerry disturbs 
you, .so w'ill Litil Divil, and it’s as funny! 

So, unusually, ir looks as if ir’s been worth 
die wait, and Litil Divil is almost certain to 
result in a Slightly Bigger Divil sequel and a 
host of clones from other software houses. 

The above games and any of the ocher 
games menrioned in past columns can be 
obtained from: 

Strategic Plus Software, 

28 D&E The Courtyard, Migh Srreer, 
Hampton Hill, Middlesex. "rW]2 IPD 

Tel 01144-81-977-8088, 

F;lx 01 144-81-977-4822, 
oron CompuSeri'e at 1000014,3466 
Computer Adventure World has moved. 
Their new address: 

, Computer Adventure World, 

Bank Buildings, Charing Cross, 
Birkenhead England, L4l 6Ej. 

Tel: 01 144-51-666-1132 

Robin Matthews can be contacted on Com- 
puServe on 76004,3^56 and welcomes com- 
ments and requests (within reason!), cgw 



Pane too 


Circle Render Service tP)2 


Computer Gaminp, Worlr! 




IndyCm 




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s shown. Actual screens may vary. 


Distributed exclusively wortdwide by Virgin Interactive Entertainment, Inc. • 16061 Fitch Avenue • Irvine, CA92714 • USA 

IndyCar and the helmet logo are trademarks ol The Indianapolis Motor Speedway Corporation, under exclusive license to Championship Auto Racing Teams, Inc. 
Indianapolis 500®: The Simulation Is a trademark of The Indianapolis Motor Spe^way Corporation. 

Indianapolis 500 Is a registered trademark of The Indianapolis Motor Speedway Corporation. 

Papyrus Is a trademark of Papyrus Design Group, Inc. • Virgin is a trademark of Virgin Enterprises, LTD. 

H Circle Reader Service # 1 02 


fast can you go INnYOAFi” Racing? 


Review 



J udging by its packaging and ads, you’d 
think Kronolog: The Nazi Paradox wwnis 
to he a hard-core exercise in speculative 
histoiy, grappling wirh the classic “What 
IP’ question — What if the Nazis had won 
World War II? — in the manner of Robert 
Harris’ Fatherland ox Phillip K. Dick’s The 
Man In the High Castle. Alas, Kronolog has 
nothing so noble or purposcFul in mind. 
What A?'fl?/o/o^wants to be, as it turns out, is 
Captain Planet-mtexs- Logan’s Run, with bits 
oHndiana Jones, Mission: Impossible, and Back 
to the Future thrown in for good measure. 



The game features lots of skulking about, 
hiding in barrels, and crawling through air 
vents; a surfeit of secret passwords, codes, and 
double agents; some Native American spirit 
magic hokum that comes out of nowhere 
(and then, thankfully, disappears); and, lor 
the finale, a bang-up action sequence that 
quotes, of all things, the Die Hard movies 
(“AufWiedersehen, schmuck!” being the PG 
version of Bruce Willis’ unprintable signature 
line). All this is strung together by a storyline 
based on the premise that in 1945, through 
subterfuge, the Third Reich developed the 
atomic bomb first and dropped it on the 
United States. 

“All right,” I can hear you say, “so the Nazis 
won the war; that’s a fine premise, but what 


did they do next? What atrocities did they 
perpetrate? What crimes against humanity?” 

I’ll tell you, but you’d better sit down first, 
This is serious stuff. The Nazis.... 

Let me take a deep breath. 

Okay. The Nazis.... 

Failed to recycle. 

Yes, you heard me right. Those dastardly 
goosesteppers, now in charge of most of the 
known world, make the most of their power 
by leaving empty soda cans on their desks. 
They have plastic ferns in their offices, be- 
cause they’ve polluted the air too 
much for real ones to survive. Over 
the 75 years since the end of the 
war, they’ve made several endan- 
gered species extinct. They also use 
unsanitary sewage-handling prac- 
tices. It’s enough to make your 
blood boil. 

The Not-So Nazis 
What else do they do? Well, they 
threaten and hiss in Peter Lorre 
voices; they collect tacky art; they 
put out “termination orders” 
against their political enemies; they wear pe- 
culiar facial hair; in the case of one scientist, 
they cat, and are eaten by, giant cockroaches. 
But mostly they pollute. In the naive and 
sanctimonious manner of so 
many recent games (not to 
mention films and television 
shows), Kronolog paints “eco- 
cide” as the worst evil imagin- 
able and asks you to “save the 
world” in much the way an aged 
flower child might stop you on 
a street corner and exhort you 
to save the whales, the spotted 
owl, the coral reef, the ozone 
layer, or some other victim du 
jour. 


Now, maybe it’s just me, but I’m getting a 
little tired of the use of ecological miscreants 
as our era’s villain of choice. To begin with, I 
find ecological “crimes” extremely uninter- 
esting; as awful as their consequences are, they 
are almost never committed on purpose 
(Exxon did not set out to smother the Valdez 
wildlife in crude oil) and are typically com- 
mitted by faceless bureaucracies rather than 
individuals, which greatly diminishes their 
dramatic potential. 

Second of all, I always get the feeling that 1 
am being fed ecological stoiylines the way a 
dutiful mother feeds her children strained 
peas. It’s something good for me. I’m told, 
often explicitly — to which 1 reply that I don’t 
want something good for me, I want enter- 
tainment. Political advocacy and social 
propaganda have their place, but I don’t want 
them forcibly injected into my computer 
games, not least of all because as bad as some 
game designers are at designing games, they 
are infinitely worse as preachers of corrective 
philosophy. Their P.C. nostrums typically 
bear the same relation to pensuasive argumen- 
tation that strained peas bear to the normal 
sort: they’re musii, pap, pabulum, call them 
what you will. 

Finally, there is the matter of the Nazis. 
Computer gaming has room for all sorts of 
Nazis — realistic Nazis, cardboard Nazis, 


Kronolog: The Nazi Paradox 


TITLE; 

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REQUIREMENTS; 386 or bc-ltor. :mB RAM, 

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PROTECTION; FoldinH < .irdbojrd device 

DESIGNER; jolin Henson 

PUBLISHER; Merit Sciftwiire 



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Page 102 


Cnmpnicr Gaining World 





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Raiders of the Lost Ark Nazis, Schindler's List 
Nazis — but using Nazis as your villains and 
then accusing them of no worse than ecologi- 
cally destructive acts is, to my mind, like using 
the Huns but accusing them only of mistreat- 
ing their horses, or using Jeffrey Dahmcr but 
only accusing him of keeping the wattage of 
his refrigerator turned too high. 'Hiese are the 
Nazis, for crying out loud! If the worst they 
do is erode the soil, foul the air, and 
commit the occasional necessary 
crime, then you’re talking about 
SPECTRE, SMERSH, the Republi- 
cans, Big Business, the Illuminati, or 
someone, but the Nazis. 

Nevermind that no mention is made 
of torture or genocide or rapacious 
geographical acquisitiveness; the 
height of irresponsibility is that in 
painting the Nazis primarily as cold- 
hearted polluters, of whose errors they 
will themselves presumably be the big- 
gest victims, the designers alleviate the 
Nazis’ burden of guilt. Kronologs, Na- 
zis arc willfully negligent, self-destructive 
fools, but not the oppressive, sadistic, wan- 
tonly cruel butchers wc know from histoiy. 

To put it another way, Kronolog's Nazis arc 
James Watt instead of Josef Mengele. As 
much as I disliked James Watt, I’d much 
rather live in a countiy run by Watt than 
spend two heartbeats in the same room as 
Mengele. Sadly, the designers of Kronolog 
don’t seem to understand the difference. 

An Interactive Movie To Nazi 

“Enough time spent on your soapbox, Ar- 
dai,” you say. “Suppose 1 like playing games 
with ecological themes? What if a cheesy 
eco-adventure is exactly what I have been 
looking for?” 

Well, then, more power to you — every- 
one’s entitled to their own tastes. However, I 
should tell you that you’d better keep look- 
ing. Even if Kronolog satisfies you with its 
storyline, it is sure to disappoint with its 
clumsy design. 

Start with a mysteriously elongated instal- 


lation procedure that takes more 
than two and a half hours if at- 
tempted on a fragmented hard 
drive. Note that the game is then 
literally unplayable — in the sense 
that it might take up to half a min- 
ute of disk access between any two 
moves — until you run a defrag- 
menter to optimize your hard 
drive. (When 1 asked the publisher 
why their game exhibits this pecu- 
liar behavior, they chalked it up to 
the enormous amount of digitized 
speech, which is true; yet other 
games contain comparable amounts of speech 
and run just fine on fragmented drives.) 

Next, note that the speech in question suf- 
fers from dinner theater quality delivery and 
sub-dinner theater quality scripting, on the 
order of “I hear you’re doing some kick-ass 
work” and “I’ve just doomed the world for 
eternity!” Add the fact that many sentences 



are cut off (“I just want to say goodb — ”) 
when the computer starts searching for the 
next sentence, and the fact that the game 
doesn’t even attempt to synchronize the 
audio with the characters’ wildly flailing lips, 
and you are likely to reach the same conclu- 
sion I did — the speech might as well have 
been left out. 

Instead, what they left out are many of the 
technological niceties that adventure game 
players have grown accus- 
tomed to, without which 
Kronolog?iic\s like a relic from 
half a decade ago. What’s 
missing? To begin with, a 
movement system that allows 
you simply to click on the 
spot in the graphic window 
where you want your charac- 
ter to go. Instead, in Kronolog 
you must move your charac- 
ter right, then down, then 
left, then up, maneuvering 
him around obstacles (some- 
thing no major game has re- 


quired for years) since the computer refuses 
to do it for you. 

“At least,” you say, “you can stand in the 
center of a room and interact with the various 
objects around you, right?” Nope. Try to read 
a label on a box that’s two feet away from your 
character and the game says “You can’t read 
that from here.” Try to open a door from one 
foot away and the game says “You can’t open 
that from here.” 

And what do you suppose the designers put 
on almost every screen, considering that they 
have made moving around obstacles such a 
pain in the backside? That’s right — obstacles! 
It took me eight minutes, no exaggeration, to 
move from one side of a Mexican pueblo to 
the other. Getting off a scientist’s porch was 
a breeze, comparably, at only five. 

“So,” you say, “it takes five or eight minutes 
of clicking all over the place to get Hoffman 
to go where you want him to — that’s not so 
bad. Patience is a virtue, right?” Wrong! Just 
to keep you on your toes, the design- 
ers have chosen to fill up the last few 
scenes of the game with several puz- 
zles that are time-sensitive. Spend 
more than 30 seconds in Dr. Gross- 
man’s office and you’re dead; spend 
more than five in the church base- 
ment and your condom will blow up 
(don’t ask). 

There’s plenty more to criticize 
about Kronolog. graphics that range 
from decent to rotten; endless, hard- 
to-access text files on your Personal 
Information Manager; and the fact 
that all conversations are of the non- 
interactive, sit-back-and-watch variety. Add 
the occasional program crash, an ugly color 
scheme, a poorly devised plot (your character 
is Dying to save his son, but he is still missing 
at game’s end), and the regrettable cock- 
roach-eating scene, and you’ve got a game 
that might have been used as a Gestapo inter- 
rogation device. This game is exclusively for 
masochists, and only uncritical, historically 
myopic ones at that, cgw 



Page 104 


Computer Gaming World 








ReiulySoJt Iiicoqwnited & Upicrnter Intera^dpe Present 


Dragon’s Lair is back and better than ever^dn ©D-^^RiDM'!; 

This full arcade version is packed with spectacular 
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to life like never before! 


You control the actions of Dirk the Daring, a valiant 
knight, on a quest to rescue the fair Princess from the 
clutches of an evil dragon. Fight your way through the 
castle of the dark wizard who has enchanted it with 
treacherous monsters and obstacles. 


also available fov 
IBM PC & Macintosh 


Lead on brave adventurer... your quest awaits! 


Llcenstd by Sega Ealerprites Lid. loi play on Vie Sega CD™ system. 
Sega and Sega CO aie trade marks ol Sega taleiprisesLld. ALLFIIGHTS RSSEflVEO. 
SDO.Uie 3D0 logos, and loleracliva Multiplayer ate trademarks of The 300 Company 
'nEELMAGIC Is a trademark ol Sigma Designs, Inc. 
“Dragon's Lair' Is a regislored Irademark ol Blulh Group, lid. — tSISgS. Cbaraclor Deslgns®1993 Don Blnlh: 
Gt993 all audio, visual and concepi- used under the aielusive license of Epicenter Inierad'ive Inc. 

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Tel: (905) 731-4175 Fax; (905) 764-8867 



^ y B ^ 

5 






Circle Reader Service #106 




Review 


T.ie New A. 


ge 



(ower 


Casady & Greene’s Crystal Crazy Revamps 
A Classic Mac Addiction 

By Dougins A. Wiiiship 


R eally good computer game sequels arc 
hard to find, 'fhey usually are so dif- 
ferent from the original that they arc 
a different game entirely, or so bogged down 
with “enhancements” that the playability of 
the original is destroyed. Cyystrjl Crazy, 
Casady & Greene’s sequel to Ctystal Qitest, 
shows how to do a sequel right. The 
player now has a variety of weapons and 
even some protective shields, has more 
things to do besides loot the crystal 
fields, and must fight his or her way 
through a whole new set of bizarre crit- 
ters. Despite all the new features, Ctystal 
Crazy is no more difficult to play than 
its hallowed predecessor, and is just as 
fun. 

All you Mac-types who’ve joined the 
faith since Crystal Qtiest disappeared 
from store shelves will need to get up to 
speed with basic game play. The first 
thing to understand about Crystal Crazy 
is that it is a mindless shoot-em-up. You move 
a ship around the playing area to accomplish 
some task or other while avoiding mines and 
other hazards. All of this is complicated by 
hordes of attacking creatures with wondrous 
names, such as Zinklefiashoxicationizers and 
Fractutefluffies, whose sole purpose is to 
shoot and/or bump into you, with unfortu- 
nate results. Once the task for each level is 
completed, doors open up to provide an es- 
cape to the next level. With each higher level, 
the creatures get appropriately nastier, and 
are accompanied by a collection of very 
funny, and in some cases slightly naughty, 
sound effects. 

Slip Slidin’ Away 

Ciystal Craz)h method of motion is some- 
what unique in action games. Moving the 
mouse in a direction does not move the ship 
in that direction, it thrusts the ship in that 
direction. When you stop moving the mouse, 
the ship keeps right on going until it hits 
something (had) or reaches the edge of the 
screen and stops (not necessarily bad). The 
result is a lag in response that takes some 
getting used to. Maneuvering in Crystal Crazy 


feels a little like running around in penny 
loafers on an ice rink. 

The ship has a single gun that fires bullets 
in the direction the ship is traveling, at speeds 
slightly faster than the ship’s. Unfortunately, 
this means that to shoot something that’s 
chasing you (a very common situation), you 



must first turn around and move directly 
towards it (don’t miss!). Another tactic is to 
use Smart Bombs that kill eveiything on the 
screen and provide a few precious seconds of 
peace and quiet. Smart Bombs are limited in 
supply, but more can be found lying around 
on most levels. Using them is really a legal sort 
of cheating, so be sure to collect as many as 
possible. 

Kinda Puzzlin’, These Critters 

The point of the game — if it can be said 
with a straight face to actually have one — is 
to clear each level’s objective as quickly as 
possible. If the original Ciystal Qiiest could be 
said to have a weakness, it was this “open the 
escape hatch to the next level” 
approach. The standard tactic 
was to run the ship over all the 
crystals scattered about the 
screen, which became a bit bor- 
ing after about 30 levels. Ctystal 
Crazy alleviates this monotony 
by adding four more possible ob- jf 
jectives. On some levels, you 
must assemble one or more jig- 
saw puzzles. Another objective is 
cither erasing or filling in several 


picture frames that float around the screen. 
Probably the hardest to accomplish on levels 
with heavy critter problems is Pool, in which 
you must move the ship sequentially over 
eight or more billiard balls rolling around the 
playing area, fhe most fun new objective is 
Vandalism, where you shove various fragile 
objects such as goldfish bowls and busts 
of Julius Caesar into the walls to shatter 
them. At the higher levels, escaping to the 
next level requires completion of more 
than one of these objectives. After each 
wave, you may be awarded a completion 
bonus based upon how fast you escaped. 
A new wrinkle added in Crj'stal Crazy is 
the Bonus Wave which appears after 
every third successfully completed level. 
On these levels, there are no Nasties or 
navigational hazards. You can zoom 
around collecting all the free points and 
Smart Bombs lying around. The only 
problem is the gigantic steel walls closing 
in to crush the ship if you wait too long to 
escape. 

There arc 20 different Nasties in Crystal 
Crazy, of which all are new except for the 
Parasites. Those players who are Qt/erfyeter- 
ans will recognize them as the white, “M- 
shaped” buggers who are so relentless in their 
pursuit that they even managed to follow into 
the sequel. Nasties are released at various rates 
from dispensers around the screen until you 
are killed or escape, or you smart bomb them 
into tomorrow. Nasties come in two sorts; 
those who want to shoot the ship, and those 
who want to touch it. Touching the ship 
always results in unfortunate consequences, 
usually immediate death. Those who don’t 
kill the ship are some of the 


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more interesting new Nasties, 
ValYiimlouts, for instance, only 
slow down the ship, making it hard 
to escape the other Nasties on the 
screen. Valiumlouts also leave an- 
tidote pellets behind them, but hit- 
ting these can be deadly too, as the 
uncontrolled burst of speed they 
impart might run the ship into a 
mine or other hazard. There arc 
lots more new critters, all of which 
richly deserve extermination. 

Over all, the new set of Nasties is 
a much tougher bunch than in the 
old Crystal Qiiest. This, combined 
with the more complex objectives in Crystal 
Crazy, would make the game almost impos- 
sible to play effectively, had the designers not 
also introduced the special guns and shields. 
These are left scattered around the playing 
area, along with Crystals, Smart Bombs, Bo- 
nus Points, and even the occasional free ship. 
The five different shields offer protection 
from different threats. At the low end, the 
Rubber Hat protects against bad driving by 
saving the ship from collisions with Mines, 
the edges of Gates, Dispensers, etc. The best 
shield for most occasions is the Mace-Hcad, 
which makes the ship deadly to the creatures 
it touches, rather than vice-versa. The five 


special guns pack the ship with better offen- 
sive punch. The Multi-Gun, for instance, 
fires four shots simultaneously in various di- 
rections. Guns and Shields are lost whenever 
a ship is lost. Ships can mount only one Shield 
and one Gun at a time, so when wearing the 
Mace-Head you must be careful not to acci- 
dentally turn it in for a wimpy Rubber Hat! 

“We’re Safe! Nothing Out There 
But Black & White Critters” 

Crystal Crazy can be played in black and 
white or color. In color, the game uses its own 
graphics system, called MegaDraw, which 
runs only in 16-color mode. The game will 


transfer to 16-color mode by itself and reset 
the monitor to its previous setting after the 
player quits. To me, this speaks volumes 
about the developer’s commitment to a qual- 
ity product. Too few of even the best Mac 
game developers provide this simple and 
much appreciated feature when a game must 
be run in a specific color mode. 

There are only two problems with the game 
that I can see. First, it is extremely hard to play 
in black and white, only because it becomes 
almost impossible to tell the difference be- 
tween billiard balls without actually reading 
the numbers. This can take a filial amount of 
time with Git-Brains blowing up and spread- 
ing shrapnel all over the screen. The other 
problem is that Crystal Crazy is not really 
suitable for wasting large amounts of time 
with a PowerBook. First, most PowerBooks 
arc still B&W, and second, unless the player 
is a trackball jock of a sort I’ve never seen, the 
game really needs a mouse. The only other 
concern I have is for the designers and their 
unsettling obsession with cows. 

By now it should be abundantly clear that 
Crystal Crazy is a pretty spiffy game. It’s fun, 
ea.sy to learn, silly, doesn’t get boring quickly, 
and indulges our violent tendencies egre- 
giously — but in a manner unlikely to prompt 
a Senate Hearing, cgw 



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Other Games May Talk. 

This One Has a Voice. 


Star Trek: The Next Generation's 

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iji 


Lands of Lore: 


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w. 


ith Patrick Stewart as the voice of King 
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their way through the most vocally interac- 
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The Dark Army is on the move, led by the shape- 
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Experienced-based character development makes 
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combat) against a sea of indescribable monsters 
and makes mighty 
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Review 


TERivliiMATORs MaLe For Poor 
H oUSEqUESTS 

Bethesda Goes On A Shoot-em Up Rampage 


T wo years ago, a little-knowi\ share- 
ware company from Texas created 
what was to become the most popular 
action game in recent memory. The game, 
Wolfemtein 3-D from id Software, swept 
across the U.S., stealing much time from 
productive people, and perhaps contributing 
to this nation’s economic recession. 

As is typical in entertainment software, 
other companies immediately began to emu- 
late \Volfenstein3-D-^v\d its success. One such 
company was Bethesda Softworks and their 
form of sincerest flattery is The Terminator: 
Rampage, an action-packed, kill or be killed, 
maze-like shoot-out in the now-familiar 3-D 
perspective. If Wolfenstein 3-D didn’t have 
enough Nazis to knock off, or if the chain- 
gun didn’t have quite enough firepower, then 
this all-out shooting fest will set up thousands 
of baddies for you to violently knock down. 

You Are Not Sarali Connor 

Rampage begins with an interesting cine- 
matic sequence, introducing the player to the 
plot. The premise, a close cousin to the plots 
of the well-known movies. Terminator and 
Terminator 2, sets the stage with the player 
acting as a special forces commando, sent 
back in time from the year 2024 to 1 984. The 
mission? To destroy the Meta-Node, a cun- 
ning machine zapped back in time by Skynct, 
the evil Attificial Intelligence bent on the 
destruction of all mankind. 

The Meta-Node’s strategy was to infiltrate 
the giant arms-producing complex called Cy- 
berdyne, a hi-tech, multi-level building per- 
fect for establishing a base. In that base 
Meta-Node planned to manufacture the 
thousands of lethal robots, androids, cyborgs, 
needed to wipe out the race. At the time the 
player begins the game, the Meta-Node has 
taken control of the Cyberdyne complex and 
is lurking in the deepest basement, trying to 
break into the supercomputer network in 
order to start World War III. Obviously, this 
beast of a machine needs a radical re-adjust- 
ment, preferably in the form of a molecular 
dispersion treatment by the player’s Particle 
Projection Cannon (PPC). 

Taking the role of humanity’s savior, you 


by Dave Pyron 

must search through the entire complex, 
scooping up medikits, armor kits, and weap- 
ons on the way to the ultimate encounter with 
Meta-Node. The weapon fanatic has eight 
types of hardware, from a weak 9nim pistol 
to the powerful PPC, with which to truncate 
his enemies’ appendages. Naturally, these 
weapons arc scattered throughout the com- 
plex and get proportionally better as you pro- 
gress deeper into the Cyberdyne labyrinth. 

The grenade launcher and shotgun are sin- 
gle shot weapons, but have devastating fire- 
power. Assault weapons, sub-machine guns, 


and a chain gun are available en route to the 
final showdown. One of the major challenges 
in the game is discovering the 16 parts of the 
PPC super-weapon. Its assembly is a neces- 
sary task intrinsic to the play sequence, and 
no small amount of time will be spent prowl- 
ing all corners of the complex searching for 
each essential part. 

Relentless. ..Or Repetitive? 

Mechanical monsters come conveniently 
packaged in seven shapes and sizes, but their 
strengths arc in their great num- 
bers. I actually shot and destroyed 
2,241 machines over the course 
of one game, and that with the 
game difficulty on moderate! 

2,241 monsters! Ye Gods! 

I’he most common opponents 
within the depths of Cyberdyne 
are the seeker and scout robots. 

They move around the complex 
with speed and precision, search- 
ing out all human life-forms for 
immediate termination. The 


most human-like machines are the Enforcers. 
Clothed in suit and tie, these androids yell out 
“Halt!” at initial contact. They also have a 
relatively intelligent AI and will give chase if 
they catch sight of you. It was indeed an eerie 
feeling to duck through a doorway and slam 
it shut, only to have it opened seconds later 
by a virtually unstoppable man of metal! 

Around level 9, a weird, haunting sound 
will alert players to the Terminator robots. 
These are shiny metal caricatures of humans, 
with red baleful eyes, and a leering grin. The 
slow hiss of these hard-to-kill monsters makes 
hairs stand on end and skin crawl 
at first contact. 

Meta-Borgs — half-man, half- 

machine — can take an enormous 
amount of punishment before be- 
ing incapacitated. Literally hun- 
dreds of these slow, hulking 
machines haunt the passageways in 
the lower levels, armed with devas- 
tating automatic machine guns. 
The Meta-Guards, with their 
backward-jointed legs and awe- 
some firepower, arc fast-moving 
robots that constitute the final de- 
fense of the complex. The closing encounter 
with the Meta-Node “Minotaur” was rather 
a disappointment, since other than being big- 
ger, Ladder, tougher, and having more fire- 
power, it was nothing remarkably different 
than the previous 2,240 metallic monsters. 

Daze in the Maze 
The first-person, 3-dimensional view of the 
playing screen displays the digitized walls, 
corridors and offices with amazing clarity, 
although the game suffers from the familiar 


Terminator: Rampage 



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REQUIREMENTS: 3B6 or bellor, 4MB RAM, 
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Page no 


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Wing Commander on the 3D0 System! 

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Circle Reader Service It 1 00 






“blockiness” when viewing very near objects. 
Centered at the bottom of the screen, the 
player’s hands are shown in a semblance of 
virtual reality, flesh tone and all, holding the 
selected weapon at the ready. The hands even 
jiggle in cadence with the player’s gait. A 
targeting window appears in the lower right 
corner when enemies are sighted within 
range. Weapon and ammunition informa- 
tion is shown in the upper left corner for easy 
viewing during those frantic firefights. An 
overhead map displaying the immediate sur- 
rounding area proves extremely useful. 

Rampage benefits from high-resolution 
graphics, and the designers enhanced the 
game immensely by scattering numerous 
plants, chairs and dead bodies throughout the 


complex. The walls are covered at 
times with photos, paintings, flick- 
ering monitors, and other para- 
phernalia. 

Like Wolfenstein 3D the environ- 
ment creates a great sense of antici- 
pation. You must always be 
checking behind and to the sides 
when coming to a fork in the pa.s- 
sageway or a large open area. At 
times, the sound of far-off doors 
opening and closing adds to the 
suspense. These audio effects were 
so realistic that at one point 1 
thought there was a prowler in his house, 
instead of identifying the sound with the 
game! 

Termination Schedule 

Though it captures many of the elements 
that made Wolf 3-D s\xccfissh\\, it also shares 
in its failings. The hi-res objects in the world 
are completely non-interactive. There are no 
buttons to press, no light switches to switch, 
and no cabinets to search. Even rhe retrieval 
of weapons, armor or medikit caches occurs 
automatically. At least Wolf 3-D had secret 
passageways to discover, but with Rampage, 
what you see is what you get — no imagina- 
tion required. 


d'he game is essentially a shooting gallery, 
with the player being forced to explore prac- 
tically every square inch of each level to find 
the necessary elevator pass card and the parts 
to rhe PPC in order to advance down to the 
next level. I’his exploration requires the 
elimination of virtually eveiy enemy unit, 
turning the game into a long and tedious stalk 
through 32 levels of endless corridors, 
bangity-bang-bang all rhe way. Picture it in 
your mind. ..2,241 dead machines and both 
trigger fingers covered with blisters! When 
you finally reach the grand finale, the feeling 
is not a sense of accomplishment or satisfac- 
tion, but of relief that the game is finally over. 

True, Wolfenstein 3-D offered the same re- 
petitive game play, but it was novel and it was 
the first. Rampage offers a “me-too” product 
with a design that emphasizes “maximum 
overkill.” Its thousands of monsters, miles of 
passageways, and multiple weapons may 
th rill players with a shooting gallery men tal i ty 
and the patience of a computer, but those 
looking for novelty in their 3-D shooters will 
want to pass Rampage by. It’s a decent at- 
tempt for an imitative product, but you 
might say that the effort to catch-up to and 
cash in on id Software’s success was doomed 
from the beginning, cgw 


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Page 112 


Circle Reader Service #72 


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Ocean is a registered trademark ol Ocean Software Limited. 


Lock the doors, roll up the windows and hold onto 
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Ocean’s exclusive 3D texture-mapping process 
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Strategy 



by Ed Dilk & John Withers Unnoturol Seloction 


U nmtural Selection, the Lincharactcris- 
tic wargame from Maxis, is your 
average mad-scientisc, brilliant gen- 
eral, hassled by command, gotta breed warri- 
ors little game. But since there aren’t any 
other games in that category, more than a lew 
people out there might need a little help to 
become the Ghengis 101311 ol the genetic 
world. Never fear: read on and you will be 
provided with the information to give both 
breeding and battlefield bravado. 

The Lab Or The Slab, 

It’s Up To You 

The most important part of the game is 
using the lab, and there are some important 
techniques to maximize productivity during 
these time constrained sequences. The first 
trait you must emphasize is breeding. 
Theroids that breed quicker than their com- 
petition are more likely to conquer an island 
than fighters. It might not be as glamorous to 
outbreed the enemy as to fight them down, 
but it works. 

Experience shows zips are the best body 
type for the breeding game, because by virtue 
of their speed they also breed faster. When the 
game starts, three pens filled with an equal 
number of each body type are given. If the 
walls between the pens are dropped, the hulk 
body type will come to dominate. Instead, 
make a much larger pen around all three pens. 
Fill it with food and let the zips out onto this 
little home-made range. When the zip popu- 
lation outnumbers the other types by about 5 
to I, release the walls to the other pens. In this 
manner the zips will dominate, but the traits 
of the other theroids will be assimilated into 
the population. 

As soon as the Synthetic Neural Injector 
comes on-line it can help strengthen the 
population. Many players may think that 


since they already have a stable population of 
zips, there is no need to use the SNI, but 
nothing could be further from the truth. 
When theroids with an abundance of one 
trait are added to the population, it tends to 
raise that trait in general. As such, create as 
many dominant maters as the fiuid level will 
allow and introduce them into the mix. Add- 
ing some vision to the population at this time 
doesn’t hurt cither. 

The real work begins as soon as the database 
comes up. Now the ability to cull the popu- 
lation is in your hands, and proper culling is 
crucial. In a perfect world, we would be able 
to spend plenty of time sorting theroids of 
different types into little pens and carefully 


breeding for the perfect beast, but with Colo- 
nel Griggs there to help you along, it 
shouldn’t be too hard to remember that this 
isn’t a perfect world. In a combat zone, time 
is of the essence. 

'fhere is a technique to using the database 
and mutation dials for optimum wartime 


efficienc)'. As soon as a stable population of 
200-300 theroids with homogeneous stats is 
established, turn the mutation dial up to 
three and leave it for about five seconds before 
hitting the database. In the database cull out 
the viruses first, then kill all the low scores in 
the particular trait you arc breeding for until 
you have around 50 to 100 theroids. Let this 
population stabilize and rebuild up to 200 
without any mutation, then repeat the proc- 
ess. This will increase the beneficial stats in 
manageable increments without putting the 
whole population at risk. 

The ultimate breeding goal is mate and 
speed ratings of 255. Don’t worry, you won’t 
make this goal by the first battle, but scores 
of over 100 in each category are 
easily achievable. The only th ing to 
be careful of at this point is the cat 
score. It needs to be kept down. An 
eat score of over 100 is going to 
cause the theroids to want to eat 
more than breed, and in food 
minimal battle conditions they will 
die for want of supplies. Once 
these two goals are met, the re- 
mainder of the stats can be brought 
up to par, but at the start it is 
critical to get fast, love-minded 
chcroids. 

The number in an optimum 
population is a hard choice. The 
more theroids alive, the more pre- 
cious time each culling cakes. 
However, if Griggs calls you to 
battle and you don’t have enough troops 
ready, death and dishonor are just a step 
away. The best population for sorting and 
culling seems to be just over 200. At this level, 
there are enough theroids to get a good vari- 
ation when mutated, but few enough to do 
quick sorts. However, in the later battles 200 



A strategy that works for us is to breed zips in an 
outer pen until they outnumber the others by 5;t. 
Then you can release the other types and absorb 
their traits into the population. 


Po^e 114 


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Circle Reader Service ^73 



theroids aren’t enough. The best solution 
is to get a feel, though liberal use of saved 
games, exactly when Griggs is going to 
call. Once the exact time of the bell’s 
toiling is known, start letting your culled 
population breed without limits two to 
five minutes before the battle. At the start 
of the next lab sequence, kill any extras 
left over horn the battle past your opti- 
mum population. 

At first, population size can be trimmed 
universally by cutting down on the food 
supply, but later, if breeding for low 
“eat”, theroids can survive with no food 
(and this does come in handy on the 
battlefield). When you reach this point, 
a few minutes must be spent killing off 
the extra troops each lab sequence. To 



Col. Griggs is always on your case, but you don't have 
to let him surprise you. Save the game at the 
beginning of a scenario, play until Griggs appears, 
note the time, and then start over using the time 
information to plan your strategy. 


minimi7.e this, keep sending troops to the 
front, even when you have the island firmly 
in control. The more troops left on the island, 
the less precious time wasted in killing back 
in the lab. 

And speaking of population, leave the little 
pens to the folks with cushy research grants 
back stateside. What you need are combat 
troops, and lots ol them. To this end, the 
proper pen set up is one huge breeding pen 
that takes up almost the whole screen. One, 
or maybe two, eight-block pens can be kept 
for a tiny bit of segregation, but bigger is 
generally better. 

And with the small pens we come to the last 
point about the lab: perfection. There 
will be those times where the perfect 
theroids are among the population, but 
getting their traits to spread is just about 
impossible. There is a very chancy trick 
that can be performed to perfect your 
population, assuming the mate scores are 
all at 255 and stamina is rea.sonably high. 

As a general rule, you never want to cull 
below 50 or so theroids, but with luck, a 
high “mate” population can reproduce 
with only 9-18 theroids. Ifa small num- 
ber ofperfect creatures can be isolated in 
time, there is a good chance of getting 
them to hreed true. There is also a good 
chance of killing them all off. As such, 
before attempting this dicey procedure, 
ensure you have a back up population 
working in the main area. 


like in most real battles) is air support. There 
are six helicopters available, three Sea Knights 
and three Sea Stallions. The Knights have a 
much larger cargo capacity, hut they are 
slower than the Stallions, There is also a 
C-130, but it only provides generic food. 

The helicopters are troop carriers, but they 
also carry supplies to the battlefield, and the 
use ol supplies is an integral part of winning 
all but the first couple of battles. Of the four 
food types, Lust is the most important. Wheit 
dropping yourown troops, it is normally wise 
to drop liberal amounts oflust-inducing food 
with them. Remember, breeding is the key to 
winning. Bran and Rage can be dropped 
among enemies to kill them off 



Using a noise maker, you can create a landing zone 
amidst enemy creatures. By encircling the first noise 
maker in a ring of others, you can create a safe 
perimeter in which your troops can breed for a 
few precious seconds. 


Battle Stations 


It is fine to muck about in the lab, bur the 
real test ol mettle is what the theroid warriors 
do on the battlefield, and even chough a 
designer never feels ready, sooner or later the 
tender little theroids have to be pushed out of 
the nest to go and kill eveiyching in sight. The 
most important element in the battle (just 


Two other items are available from sup- 
plies; noise makers and decoys. The proper 
application of noise makers and decoys is the 
difference between winning and losing many 
battles. Noise makers can be used to get a 
clear landing zone for your theroids. One of 
the best techniques is to drop a single noise 
maker in a relatively open area. After a couple 
of minutes, drop a ring of noise makers in a 


perimeter. As soon as the first noise 
maker runs out, drop theroids and sup- 
plies inside the perimercr. This gives 
your creatures a few minutes to breed 
before wading into battle. 

Decoys can be used to seal small open- 
ings and make walls. Dropping a single 
decoy on an opening will cause enough 
battling theroids to cluster chat they will 
block the opening. By arranging the de- 
coys inside the helicopters in a line, they 
will come down in a line on the landing 
zone and make a wall with the same 
properties. A bit of practice and tiie de- 
coys make a good augmentation to the 
noise maker rings to give friendly 
theroids time to breed up to strength. 

An important consideration of ferty- 
ing troops and supplies is riming. The Stal- 
lions and Knights have different Hying times, 
and it is an easy matter to accidentally drop 
your troops in unintended “waves”, either 
lacking important supplies, getting to the 
battle after their supplies have been overrun 
by the enemy, or arriving in numbers too 
small to survive. This can be avoided by 
careful planning. Highlight an aircraft and 
put the cursor anywhere on an island and the 
flight time is shown beside the craft. Send out 
Knights, the slower machines, first. Then 
highlight the Stallions and set the cursor on 
the same landing zone. When the numbers 
for ETA of the Knights and llight time for the 
Stallions are the same, launch the Stallions. 
The other point of aircraft control is the 
C-130. Since all the C-130 can do is drop 
normal food, it is an easy matter to con- 
trol it. Just send it out as often as possible 
to “paint” friendly areas with food. It is 
sometimes easy to forget about the C- 1 30 
in the heat of combat, but that is a dire 
mistake, because the food the cargo plane 
provides is “free”; that is, it doesn’t count 
against your total available supplies of 
food. Using the C-130 to its optimum 
can be the difference between happy 
troops and hungry troops. 

After dropping theroids and supplies 
there isn’t much to do but watch what 
happens. Maxis provides a satellite that 
can induce certain behaviors in a single 
theroid, but when most islands are rap- 
idly populated with a thousand or more 
troops, the only real effect of the satellite is to 
make you feel like you’re doing something 
useful. As such, Unnactiral Selection, rein- 
forces the most basic lesson of command: 
prior planning prevents poor performance. 
It’s tough to be relegated to the role of spec- 
tator, but the guiding general is often little 
more than that once the action begins, cgw 


Pa^e 116 


Conipiiicr (laiiiini; Worltl 







S tripped of memory, artificially enhanced with both human and alien 
technology, you are intended to be the perfect untroceable assassin for 
the scheming Mondite's master-stroke. 

But it's mote than a science-fiction computer game - it's an ORiGiN Interactive 
Movie. We'vh mode a movie for you to star in, not just another game to play. 
Your interactioh^dvances the story os you take 
your anin^K^ 3-1)1 synthetic "actor" through a ^ 

Slraifto}iHlction«packed adventure^ M : 


ORIGIN Interactive Movie' 




CopyngM © 1994 ORIGIN Systems, Inc, BloForge and ORIGIN Interactive Movie are trademarks of ORIGIN Systems, Inc. Origin and We create worlds are 
icgisiered trademarks of ORIGIN Systems, Inc. electronic Arts Is a registered trademark of Electronic Arts. Intel, Iniewes and Pentium ere trademarks 
of Intel Corporation. 

Available at a software retailer near you, or call 1 -800-245-4525 for MC/Visa/Discover orders. 


Actual screens may vary. 

• Employs the camera and editing 
techniques found in your favorite 
movies — from varied camera 
angles to rapid-fire cut 
sequences, long shots and 
closeups for emotional impoct. 

• Eliminates the ortrficial breaks 
between interactive and viewed 
portions of a game — the story 
is melded into o single cinematic 
experience. 

• Directs the pacing and tempo so 
that the plot flows swiftly but 
smoothly, fueled by your 
decisions. 


For a great game experience, 
WE recommend an Intel486™ 
DX2 OR Pentium™ 
processor-based system. 
For literature on Intel 
processors, call 
1 >800-756-8766 


Circle Reader Service #98 




Review 





Fighter Duel Pro 2 


TITLE; Fighlur Dut'l I’rc) 2 

PRICE: $59.95 

SYSTEM: Amiga (ruviewtd). IBM (summw '94) 

REQUIREMENTS; Kickslarl 1.2 or llighor. 2.MB RAM, 
ACA miKle requiri's an Amiga 1200 
or 4000 willi a monilor capalile of 
displaying DBLNTSC or DBLPAL 
NoFlicker screen tiKxles; hard drive 
insidlloble 

PROTECTION; None 

DESIGNERS: William Manders, Malhew Shaw, 

Andrew Dorman 

PUBLISHER: Jaeger Software 

Rockville. MD 
(301)948-6862 


FiightStick Pro, including “top hat” view 
control. 

More colors have been added to the simu- 
lation world, the most notable being the in- 
dividual fuselage colors on each aircraft. 
Another outstanding addition is the deflec- 
tion gunnery. In this version, it’s very tough 
to hit anything unless you’re up close. The 
new gunnery plus the shaking of the aircraft 
while firing can create visuals reminiscent of 
actual film footage taken in WWII. Jaeger has 
also gone a long way in improving the one- 
player mode. You can fly in Wingman, 
Standard or Tournament mode, pick the bo- 
geys, set the altitude, and change fighters 
without having to reboot — a nice improve- 
ment over previous versions. An addition I 
find personally appealing is the ability to man 
an anti-aircraft gun and practice shooting at 
diving enemy planes. 

In anti-aircraft mode I must have fired over 
500 rounds of 20 millimeter cannon fire be- 
fore I hit anything! Manning the AA gun at 
first seemed like it would get boring quickly, 
but trvo hours later I was still firing away and 
unwilling to quit. This is an extremely useful 
feature for mastering the deflection shot. 

In past versions of Fighter DneL half the kills 
occurred at over 800 yards. Because of the 
laser-like straight-shooting bullets, you 
would simply put the sight on the target and 
pull the trigger — no deflection necessary. 
Long distance kills are now a rarity in 
FDPro2. In order to get good results you must 
get within 400 yards or less, and even then. 


"\n air combat there are no points for sec- 
ond place." 

- Roy Brown 
R.A.F. 

F ifty years ago, in the winter of ’43-44, 
a desperate struggle for control of 
Europe’s skies was being waged, with 
each side striving for the best fighter technol- 
ogy that its engineers could offer. The end 
result ushered in the age of jets along with the 
defeat of fascism. A half century later these 
superlative aircraft are again available to fly- 
by-wire enthusiasts in Jaeger Software’s new 
Fighter Duel Pro 2. 


The original Fighter Duel, which first ap- 
peared on Amigas two years ago, was an in- 
stant hit among the serious Amiga flight sim 
crowd. Its realistic flight modeling was diffi- 
cult to get used to, but once mastered, the 
program awarded the diligent with an incred- 
ible frame-rate and excellent head-to-head 
modem play. Jaeger Software has since taken 
the suggestions from their tight-Icnit group of 
fans and incorporated them into Fighter Duel 
Pro 2. 

Upon booting the program for the first 
time. Fighter Duel fans will notice that the 
entire interface had been revised with a much 
easier button format, replacing the previous 
version’s pull down menus. This interface 
proves handy in adjusting the many simula- 
tion options and selecting from the huge 
hanger of aircraft. 


On my virgin voyage into the program, I 
chose to fly one of my favorite planes of 
WWII: the FW TA- 1 52, a plane with speed 
to burn. Once selected, a silhouette of the 
aircraft appears along with a list of stats SLich 
as power plant, armament, climb rate, turn 
rate and vulnerability. Moving on, I selected 
four different bogeys and set their skill levels 
all at Ace, figuring I’m a pretty hot pilot. 
With a click of the “Begin Flight’’ button, the 
screen darkened, then burst into the Fighter 
Duel world as I had never seen it before, 
including a horizon that is dithered with a 
shaded sky. 

After duly admiring the skyline, 
I figured it was time to sight some 
bogeys. I cycled through the many 
different view angles with the cur- 
sor burtons trying to find the en- 
emy. Off to my left at 9 o’clock 
low, they came in a finger four 
formation. 

Hitting the “War Emergency 
Power,” I winged over and dove on 
the climbing formation. One of 
the past complaints about Fighter 
Duel was the weak AI, so 1 moved 
in figuring to blow away at least 
two in a quick pass. I saw tracers 
coming at me, my plane shook violently as 
the hit counter ran up like a pinball machine, 
and within two seconds I was kaput. Blown 
up. Swiss cheese. Dead meat. Thus I was 
introduced to a vastly improved FDPro 2. 


Keyboard Cockpit 

The major problems with 
the previous Fighter D//e/ in- 
carnations have been ad- 
dressed in this release. No 
longer do you have to juggle 
the flight controls with the 
left hand on the mouse and 
the right hand on joystick. All 
controls can now be manipu- 
lated via the keyboard, and 
the program now supports 
both the Thrustmaster and 


118 


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nailing the target is not guaranteed. Jaeger has 
added a lead-computing gunsight, which 
does help in lining up deflection shots, but in 
general the idea is to get as close as possible 
before pulling the trigger (not too close 
though, as the explosion may kill the at- 
tacker). Thankfully, the game includes an 
“unlimited ammo” option so duelers won’t 
be running out of bullets. 

Modem Wars 

Playability has been drastically increased in 
two-player mode. There are now four options 
for dueling. In standard mode the starting 
altitude can be set for each side from 1,000 
up to 26,000 feet, which can help in handi- 
capping a better player against a 
beginner. As in the original game, 
there’s a huge learning curve in 
FDPro2. A new flyer will need to 
spend many hours practicing in or- 
der to compete with the experts. 

Thanks to the new chat feature, a 
new player can get on-line instruc- 
tions and tips from many of the 
duelers listed in the program’s 
“phone book.” 

In the two seater mode you can 
team up with a fellow player via the 
modem and take on the computer 
bandits. I tried the top turret in the 
P-61, and though I couldn’t hit anything, I 
enjoyed the roller coaster ride. Extra RAM 
and a fast machine are required. 

My favorite modem option by far is the 
Wingman mode. Both players hook up via 
the modem, beginning in a wing or lead 
position, and go hunting for two computer 
bogeys. Each time a player or bandit is shot 
down they reappear within seconds at their 
original starting altitude. The arena becomes 
a constantly raging furball. It can really get 
hot if the wingman decides to send some lead 
into his/her partner, initiating a real free for 
all! Add the ability to turbo around at 16 
times the normal speed and a real donny- 


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brook is in the makings. When the serious- 
ness of dueling gets too incense, 1 recommend 
a tour of duty in the Wingman arena for a 
little R&R. 

Comparisons 

I’ve found only one sim chat comes any- 
where clo.se CO matching FDPro2. Kesmai’s 
SVGA Air Warrior at times bears a distinct 
resemblance. I get more of an actual “feeling” 
of flight in Fighter Duel due to the unique 
programming methods of Bill Manders and 
company. This is not to knock Air Warrior, a 
sim I enjoy immensely, especially in scenarios 
involving 80 people. The difficulty Kesmai 


because they have a whole world of data 
involved. Both Kesmai and Jaeger handle G 
forces differently. Jaeger lessens stick and rud- 
der effect to simulate the forces that would 
keep a real pilot from moving the stick and 
rudder, while Air Warrior uses red-outs and 
black-outs. Air Warrior does model debris 
falling off planes, something I’d like to see 
Jaeger put on their wish list for future im- 
provements. Collisions add to the realism in 
FDPro2, while they just aren’t feasible in Air 
Warrior. Both are fine sims and in my opin- 
ion are not really competing for the same spot 
on the map. When the IBM version of 
FDPro2 (coming this summer) comes out, it 
will sit nicely alongside SVGA Air Wamoron 
the hard drive of both novice and veteran 
pilots alike. 

Propwash 

Enough cannot be .said about Jaeger’s un- 
ending quest for the perfect dueling sim. 
They started out with an aerodynamically 
correct flight simulator, added guns, then 
designed it to run at a smooth 28 frames per 
second over the modem. The effort they’ve 
made in listening to gamers and implement- 
ing their suggestions speaks volumes of their 
commitment. FDPro2 docs not have lots of 
scenery or .specific campaigns built into the 
program; it is not and has never been meant 


to be an Aces of the Pncijic-\:yY>^ game. On the 
other hand I’ve never found a flight simulator 
with such a heavy emphasis on each aircraft’s 
aerodynamics and their abilities when pitted 
against other fighters. Fighter Duel Pro 2 rzics 
as a top-notch simulator and a must have for 
anyone who appreciates realistic, edge of the 
seat, high intensity combat in 25 of the best 
fighters WWIl ever produced. Check six! 

CGW 


Top Guns 

Jaeger has added nine new aircraft to 
Fighter Duel Pro, and of those nine, eight 
are among the most advanced fighters to 
come out of WWII. 

Spitfire XIV: Arguably the best prop 
fighter of the war, this outstanding fighter 
climbs like a bat out of Hell. It’s only 
drawback is a slow roll rate. 

Focke Wulfe TA-152 “Tank”: Ex- 
tremely fast and deadly. Has a very good 
roll rate making it hard to stay with. It’s 
also my personal favorite! 

ICI-84 “Frank”: A fast and highly ma- 
neuverable Japanese fighter meant to 
counter the Mustang, Hellcat and Cor- 
sair. In my opinion it can give all three a 
run for their money. 

Corsair F2-G: This 3000 hp monster 
has an excellent climb rate. That coupled 
with a very fesr roil makes rhis heavy ma- 
chine a deadly weapon in the hands of an 
experienced pilot. 

Yalc-3: For some odd reason, the Ru.s- 
sians named the first version of this fighter 
the Yak-9 and then slowly worked their 
way down to the Yak-3. Its ability to climb 
at over 5000 ft. per minute, along with its 
good handling characteristics, more than 
makes up for its lack of firepower. 

P-61 “Black Widow”: A huge two seater 
that’s hard to approach due to the four 
fifty’s in the top turret. 

ME- 110: The only real dog in the game. 
After flying this beast I understood the 
110 pilot’s reluctance to engage Allied 
fighters in a dogfight. 

ME-262: This jet brought chilis to 
bomber and fighter pilots alike! If you can 
keep the speed up, the 262 is pretty much 
invincible. The problem is, it’s tough to 
hit anything while flying at over 500 mph, 
and if you slow down, you become vulner- 
able. 

Komec-163: A firecracker that moves 
fast and handles well. The Komet’s Achil- 
les’ heel is its liquid fuel rockets that tend 
to blow up after taking 1 or 2 hits. 


faces is that it can t dwell on just the duel 



Page no 


Circle Reader Service #36 


Cuiupiilcr Gaining World 





] 5 £ 


■ CD-ROM - AMIGA - CD32 


OFTkVBRE 
^XFRESS 


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dtecoiSinue racaiving our catalog at any Hm« thereattar. Ota regtiar prices ar« normaly at least 20% kiwar than tha 
suggested ralail price. (A shipping and handing charge be added la al orders of $100 or less, FREE shppmg (or 
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corrpiier modem if you are paying with a cretkl card or C.O.D. (The cal Is FREE) or use our converienl order card 
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Circle Reader Service ^113 












Sub-Subscriptions 

Your magazine is solid! Buc is it true that 
you mail the issues that are of bad printing 
condition to your subscribers? So far, two out 
of four issues I received had torn pages and 
cover. 

W. Yasa 
Ann Arbor, Ml 

We refuse to pay extra in order to get the pages 
and cover torn at our printer, so we let the postal 
service do it for free. Seriously, we do not send 
the issues out in bad condition. They are usually 
torn when they are at the top or the bottom of a 
postal sort bundle. 

Real Computers Have Keyboards! 

Thanks for the 3DO coverage. It’s the ma- 
chine I’m using for all my gaming, now. It’s 
incredible! Please keep covering it and the 
games available for it in the future. 1 love your 
magazine. 

Brady Brock 
Nampa, ID 

We appreciate your sentiment, but it wasn ’t 
the majority viewpoint. 

I applaud the expansion of scope in the 
magazine (i.e. Kids & Computers, Share- 
ware, etc.), I just hope the central focus re- 
mains CtJWjOHrer Gaming World. Dedicated 
game machines are not my idea of computers. 

B. Rosapo 
Crestwood, NY 

i can understand your wanting to cover 
3DO and all of those neat game systems, but 
this is Computer Gaming World. Everyone 
who subscribed, probably did so because of 
your outstanding work with computer 
games. Please leave those cheap little video 
game systems where they belong — in other 
lousy magazines. By the way, I loved the 
telecomputing article. It really helped a lot. 

Lars Bergstrom 
Dyer, IN 

Please concentrate solely on computer 
games. The game boxes are just that — boxes. 


Until the carts can show the depth ol com- 
puter games, please exclude them. 

Mathew Lu 
Houston, TX 

While I appreciate your desire to cover as 
much as possible, I don’t particularly like 
your reports on “game box” machines and 
software. If 1 wanted to learn more about such 
things. I’d buy a magazine devoted to them. 
Otherwise, you continue to do a fine job. 

Michael A. Lavoie 
Nashua, NH 

Computer Gammg World should not be 
wasting my money on Nintendo or Sega or 
arcade-type games in reviews. 

Dave Fidford 
Peoria, AZ 

Stay away from 3DO coverage. I buy your 
magazine because it’s Computer Gaming 
World, not the Kids’ Videogame Survey. 

Steve Rodick 
Chicago, IL 


First, we want to thank you for your concern. 
We ’re feeling much better and the doctor says we 
could even be in our right minds, given a month 
or two to recuperate. Seriously, we knew that we 
woidd catch a certain amount of flak by covering 
the console conflict. There is always a. backlash 
among computer users whenever console cover' 
age sneaks into their publications. There is a 
good reason for this backlash. Videogame con- 
soles have historically been successful enough to 
crowd computer software out of shelf space. For 
example, one major retailer, who went way 
overboard in restricting computer game shelf 
space in favor of videogame shelf space, recently 
had to change the mix in favor of more computer 
game titles because of soft videogame sales. Nev- 
ertheless, it is easy enotigh to understand hoiv we 
can invoke fear in our readers whenever we use 
valuable editorial space for cartridge reviews or 
hardware reviews. The concern is that they will 
get less space for specific computer game coverage. 

We do not want to cheat our readers out of the 
editorial coverage that they need, either. How- 



I'M s«Ry, air mr. micRM /s Km omsed ev ax- Mivms ww rasov 

BCCMHWH5S TWRPU&H A MAZE /NTHE OJMsecNCFA CASOE. IF HE FINDS 

HE. WAV' OLiT/M > aers wsr the minotaur he'll cail vtx) Rtm 
TTff A6AIM THU/SSAY.'' 


Page 122 


Computer Gaming World 



I0V15 c^sn vjovi 
survWc m ^ coHst^ntlvj 
cli^vi5m5 worlb of 
mtri5vic? 

mil 

vjovi be A mmor plawjcr 
m tbc politics 
of tliC A5C, 
or pvisb tbe limits 
of empire ^nb 
bomln^nce? 

Coming soon from Mindcraft. 


Circle Reader Service 1189 



LiTmiMDBy' L. Lots BUHAUS 


wetL BEBURytuN 

SLIPPEPY JACK ALIVE 
AKJO THENAHRR 
TReASURE WILL BE 
PROreCTED FROM 
-ONWftSHEDMlSCBEflNtS, 
LIKE US. ^ 


,'i^ WELL 

A HERE we ARE IN V 
THE CARIBBEAN. ITS' 
RICHLY TEKTUREO 
WITH ROMANTIC , 
^ PERIOD / 
CHARM, 


y' neuo ^ 

' LITTLE MONkXYS! 
THEY'RE JUST LIKE 
CATS WITH PREHENSILE 
TAILS. NEAT^ 


IT WAS 

THE COMMISSIONERS 
SAM, 3 MEAN MAX. ' 
HE SAIDTHERES BAD 
TROUBLE IN THE y 
ITTk CENTURY^j^^ 




Sshh. I \ 
SMELL THE FETID' 
PRESENCE OF , 

deed-doers. J 

pXMAX. 


SOME KINIV 
OFPIRATEY 
NONSENSE. . 


THE 

WHATI 


' LET'S 
MOVE- 

■umK! 


r OKAY 
BREAK IT UP.' ' 
WHAT THE HECKS 
5 . GOINS ON J 


^YeS...YES...Y£S?,?^ 
SWEET MOTHEROF 
MERCY IN A 
TOBOGGAN-- h/E'ff£ 
X ONOUHWAY/ 


ooh. ^ 
THAT'S TELLING 


4vE •RE PIRATES AND' 

WE'RE REALLY 
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VOUR JOB. Y 


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AND I'M PRETTY 
SURE IT5 AGAINST, 
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WAKE UP, LI' 
S. BUDDY.' 


WELL. ..NO. 


x'''Oh... THERE 
' CERTAINLY IS NO ’ 
PLACE LIKE HOME. IS 
, IT REALLY A 
'x dream, SAM'?^ 


^ YEAH. ^ 
SOHOSEOFF 
^POG LIPS.^ 


ever, many months ago (before we were pur- 
chased by Ziff-Davis), the editorial staff decided 
that it tvonld he both interesting and useful to 
cover the new generation of game machines. We 
luere being asked lots of questions about these 
machines, both on-line and hi person. So, we 
decided to publish the feature, not start a trend. 
Obviously, we don 't believe that too many of our 
readers woidd ever convert to these machines as 
their exclusive gamingplatform, hut we do think 
they might buy them as a supplement to their 
computers. As for other coverage of these ma- 
chines, expect to see it restricted to occasional 


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Customer Service: 304-529-0461 
DBS for complete list: 304-529-7050 


software titles that we find worthy of note (and 
not duplicated on personal computer platforms). 

Help For Addicts 

Wlici'c is tlie Betty Ford (diiiic for Com- 
puter Game Addicts? 

Sleepless in Seattle 
Everett, WA 

Sony, Bill. We’re not hiring at right 

now. 

Journeyman Question 

I recently purchased a GD-IK^M game en- 


titled The Journeyman Project. This game is 
cool and 1 would like to see it reviewed. 

Eric Press 
Hamburg, NY 

Take a Quantum Leap backiuard and grab 
CGW dWS (July, 1993). Your wish is our 
command. Back issues are available at $4. 00 
each. 

Highway To Heaven? 

The (oi'thcoming information highway 
may not be a godsend as much as something 
to be feared. We will now be able to work, 



MasterCard/VIsa 
1-800-545.6172 
(after 5 p.m.) 




"Powerful program.s of growth and adventure” 

MAdIC MIRHOIl 1 ... a toolbox for your mind. E. Kinnie, PhD,, 
Clinical Psychologist, $39.95. 

MACilC MIltIlOH n . . . experiences for your mind, $39.95. 
TURKK (lATE.S . . . skryeing, awareness shifting, I Ching and 
runes, $39.95. 

MKIILIN ... an apprenticeship, $29.95. 

PltOCNlX FIRE . . . high-tech Ouija Board, $39.95. 

MAGIC MOUNTAIN . . . weird adventure, male and female 
versions, not for children, $39.95. 

Blue Valley, 29 Shepard St., Walton, NY 13856 


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socialize, play and bunk from our living 
rooms. Does this sound healthy to you? Most 
Americans already watch too much televi- 
sion. What happened to books, or conversa- 
tion? Our culture is doomed. 

IB. 

Paterson, NJ 

As with all of the discussion of the 500 chan- 
nels, it is easy to miss the point to connectivity. 
Having 500 channels does not mean that people 
ivill t)y or should tiy to watch all 500 at once, 
nor even that all 500 channels are worth watch- 
ing. Instead, it should supply more options so 
that viewers can watch what they want when 
they want it. In the same ivay, we like to take 
hope in noticing what has happened with tradi- 
tional on-line sendees. Many of us have fiends 
in all 50 states whom we have never met face- 
to-face. Yet, every so ofien we meet them at a 
gaming convention, through business or by de- 
sign. It s exciting to expand our gaming universe. 
The infonnation highway can expand that gam- 
ing universe exponentially. We also hope that 
people loill learn to work smarter as opposed to 
working more. The potential of this infonnation 
highway to allow us to search more databases or 
poll more samples should enrich our work, not 
dilute it. Of course, the potential for abuse and 
misuse exists in eveiy technological advance. 


CGW As Hard Drive Optimizer 

I only wish I would have discovered your 
magazine before I bought half the trash clut- 
tering up my hard drive. Great job. 

Alex Koers 
Maiysville, CA 
Great point. Maybe lue shoidd release our 
negative reviews on disk as "The Ardai Utili- 
ties, ’’"Scorpia's Def-ag'andCGWTools “Com- 
press. ” 

Taldng A Puke 

To make your magazine perfect, “Taking A 
Peek” needs to be discarded or replaced. I 
don’t know what to replace it with, but I'm 
sure the people at CGW' can think of some- 
thing. 

Kris Scubla 
Laguna Niguel, CA 
When a game appears in “Taking A Peek, "it 
should tell our readers that we just received a 
copy of the shrink-wrapped, retail prochict as the 
tnagazine was going to press. Since ive do not 
review games based on beta copies, a position not 
imiversally held in the computer game magazine 
category, the inclusion of a product in "Taking 
A Peek "signals that the product is available and 
may be reviewed. 


Co-Co For Computers 

J. Wilson’s editorial (CGW'#! 14, p. 8) put 
into words exactly the way 1 feel now about 
“cutting edge” buying. I’ve been computing 
since the “Color Computer” from Radio 
Shack came out. I’m currently on my seventh 
computer upgrade. I’ll wait and see. 

Edward Leferink 
Martinez, CA 

Unfortunately, too many gamers are discover- 
ing that the cutting edge slices both ways — for 
them in power and against them in the ever- 
shortening upgrade cycle. Here ‘s hoping that the 
48G generation gives gamers a chance to assimi- 
late the technological advances of the List 18 
months before having to move on to the next 
generation. 

All GUSsied Up 

All the GUS users should call the Advanced 
Gravis’ BBS. They’ll give patch files for much 
better Sound Blaster emulation on most 
games. 

Lars Bergstrom 
Dyer, IN 

GUS users can reach Advanced Gravis via 
CompuServe by typing GO PCVENB or call the 
Advanced Gravis BBS directly at (604) 431- 
5927. CGW 



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Circle Reader Service #86 


Page 126 


Cuniptiier Gaming World 





.tO'S'rtY 




r\xis the Gamecheater gives you a few new tricks in your favorite games — 
special powers, enhanced weapons, and extra iives. So now you can get on 
with the adventure, past that nasty spiked pit, without burning your last life in 
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Circle Reader Service #32 


Copyright © 1 993, Baseline Publishing, Inc. All rights foreign and donieslic reserved. Axis the Camcchcaicr and the Baseline logo aro iratlcmatks of 
Baseline Publishing, Inc. All ulher names are trademarks of their respeclive holders. Hcipl I’m being hclil caplivc in the fine-print disclaimer! 




Reviews 



Four Footed Friends 

This interactive book (the first in a 
planned series) presents a charming chil- 
clrcn’s primer about a variety of 
qiiadripcdal creatures. 

After reading a four-line verse (which 
is also read aloud by the computer), the 
child is free to click on any one of three 
on-screen guides, who provide further 
information on that page’s featured ani- 
mal. Albert the Number Worm provides 
interesting facts and figures and invites 



Four Footed Friends 


Price: $57.95 

In Brief; An animated, interactive chil- 
dren’s story book. 

Requirements; Macintosh with 4I\/1B 
RAM; 256-color display: hard disk with 
12MB free space; System 6.07 or 
higher. 

For Ages; 3 and up. 

Other Versions; Macintosh CD-ROM, 
Windows, Windows CD-ROM (ail 
$57.95 each) 


T/Maker 
1390 Villa St. 
Mountain View, CA 94041 
(415) 962-195 
Circle Inquiry #130 


kids to click on various parts of the se- 
lected animal. In doing so, kids are re- 
warded with suiprising and generally 
amusing results. 

Wendy the Word Worm uses the se- 
lected animal as a springboard to leach 
important reading and language skills. 
(She'll also read the words aloud in 
French, Japanese or Spanish. What a 


worm!) Finally. Pablo the Picture worm 
(complete with bcrel and goatee) invites 
kids to paint the animal in whatever col- 
ors they see fit using a small, built-in 
electronic paint program, Kids can also 
print these pictures to color in with cray- 
ons or markers. 

Every screen within the program is in 
full color. No matter where a child 
clicks, he or she is rewarded with a 
charming, and usually quite extended, 
audio and visual effect. There is always 
some creature dancing around or some 
animal sounding off, eager to provide a 
laugh or educational tidbit. 

Curiously, the storybook, which is the 
heart of the product, is only five pages 
long. This brevity is due, no doubt, to the 
fact that full color graphics and extended 
digitized sound lake up so much disk 
space. (The CD-ROM version saves the 
family hard disk from premature over- 
load.) Space constraints do nothing to 
change the fact that five pages isn’t 
much of a book. It must be said, how- 
ever, that the little that is here is a shining 
example of interactive children’s enter- 
tainment. 

— Ken Levine 


Yearn 2 Learn 

Good grief! Here’s a program with 
five terrific concepts for kids activities, 
great animation and great music. It could 
easily have been split into five separate 
programs. Yearn 2 Learn provides a little 
something for everyone, but it stretches 
itself a little thin in the process. 

To its credit, the program’s Comic 
Strips is a terrific reading activity with 
familiar characters, fun stories, great 
animation and lots of audio and visual 
reinforcement. Kids can read and re-read 
words and phrases as often as necessary 
— the comics make it fun. Kids are 
challenged to find hotspots on the screen 


that trigger animated sequences. While 
the search for hotspots detracts from the 
reading activity, the program doesn't 
claim to be a reading-tutor program. 

Yearn 2 Learn's, math activities en- 
compass several skill levels, from very 
simple counting, addition, and subtrac- 



Yearn 2 Learn 
Price: $64.95 

In Brief: Snoopy and the Peanuts gang 
read, color, count, and play. 
Requirements: IBM compatible with 
4MB RAM; VGA display; hard disk with 
12MB free space; Windows 3.1 or 
higher. 

Audio Support; Sound Blaster, Pro 
Audio Spectrum, and compatible de- 
vices. 

For Ages: 3 to 10 

Other Versions: Windows CD-ROM 
($64.95); Macintosh ($64.95); Macin- 
tosh CD-ROM ($64.95) 


Image Smith 
1313 Sepulveda Blvd. 

Torrance, CA 90501 
(800) 876-6679 
Circle Inquiry #131 

tion, to complex multiplication. Stu- 
dents choose their activity by skill level. 
The Easy activity involves counting 
Woodstock’s friends as they come and 
go; the Medium activity is a bowling 
game; and the Hard activity involves 
calculating the weight of a pumpkin. 
Again, the auditory and visual reinforce- 
ment is terrific. 

Then there’s the Flying Ace games. 
These include an activity that asks kids 


rave 128 


Compuier Gaining’ World 







to match a picture with a sound effect, 
and an unsophisticated, arcade game 
billed as a memory skill tutor. 

The Geography Games are great intro- 
ductory activities in a puzzle Ibrmat. 
Depending on the skill level chosen, 
kids can drag states to their correct posi- 
tions (the state’s name appears and is 
spoken by the computer); or. kids must 
not only position the state, but name it as 
well. More options for configuring the 
game {like turning the guides on or off) 
would have been welcome. 

The program's Coloring Book activity 
consists of ten black-and-white comics 
that kids can color. This activity may 
promote tactile coordination skills in the 
very young, but it's too unsophisticated 
for older children. Crayons pop up when 
selected (the computer describes the 
color — an outstanding feature), but 
kids won’t be able to print their finished 
pictures (an egregious oversight). 

Overall, the concepts in Yearn 2 Learn 
are solid. Every child will find challeng- 
ing things to do. But it’s questionable 
whethei- parents will want a program 
geared to address their child's abilities 
seven years down the road. With the 
disparity between kids' abilities be- 
tween the ages of 3 to 10 (the .self-pro- 
claimed target for the progrtim). it’s liard 
to see how an activity that entertains and 
challenges a three-year-old can hope to 
sustain the interest of a lO-year-old sib- 
ling. 

— Felicia Donovan 


Discovering America 

This somewhat novel approach to 
learning about history lets students learn 
about early Spanish exploration in the 
Americas by experiencing it. Success 
and high .scores do not come easily. Kids 
must read short passages and plan their 
moves with cunning. 

Playing this game takes patience and 
determination. For those youngsters 
who like to solve puzzles, this game is a 
sure hit. For tho.se who prefer action and 
glitter. Discoverinf’ America may not 
sustain interest. Each player takes the 
role of a Spanish explorer who learns 
about America in a simulation of travel- 
ing and trading with natives. 

The game tries to combine traditional 
computer text-based games with the lat- 
est multimedia sights and sounds, but it 
doesn't always succeed. Brief musical 



Discovering America 
Price:$59,95 

In Brief; The Spanish exploration of 
America comes to life in an action ad- 
venture game that develops critical 
thinking and reading skills and builds 
decision making abilities. 
Requirements; IBM compatible with 
640K RAM; VGA display; hard disk with 
1 .6MB free space. A mouse is optional. 
For Ages; 8 and older 
Other Versions: Macintosh; $59.95 


Lawrence Productions 
1800 South 35th St. 

Galesburg, Ml. 49053-9687 
(616) 665-7075 
Circle Inquiry #132 

interludes accompany movement 
around a map of the southeastern part of 
the North American continent. A dotted 
line marks the course of the journey 
between current and selected locations. 

The graphics arc less than stunning. 
Colorful native villages and wilderness 
.scenes provide a backdrop for dialogue 
boxes that pop open in the center of the 
screen, Players must constantly click ar- 
rows to scroll through the text. 

The playing screen combines the mes- 
sage box and background picture with a 
control panel on the bottom portion of 
the screen. This control panel shows 
icons and numbers representing the 
status of the explorer's health, wealth, 
and supplies. The panel also shows two 
rows of command buttons. Pressing a 
button results in a dialog box displaying 
the results of the command. 

These command buttons are the only 
interaction between player and game. 
The choices are: Trade, Convert. Find 
Gold. Pillage. Move. Encamp. Depend- 
ing on which command is pressed, a 
message box may ask the player to press 
a key for the number of days the action 
will take or the number of gifts offered. 
Players can get slightly different results 
by redoing a command and changing the 
number response. 

Di.scoverin^if America ofTers few sur- 
prises, Players must discover how the 



game works as they read about early 
American life. 

— Jack M. Germain 


Kid’s Studio 

This exciting and innovative chil- 
dren’s product is, at heart, not really a 
children's product. CyberPuppy (they 
get a point for the company name alone) 
has taken what is essentially a business 
presentation program (like Aldus Per- 
suasion or Microsoft PowerPoint), and 
stripped out all the overly complex and 
non-entertaining elements. The publish- 
er then added pictures and sound effects 
that invite kids to let their imaginations 
loose. 

Kid’s Studio is a story-making pro- 
gram. Here’s how it works: First, kids 
(and parents too) may browse through 
Treasure Chests, which are scrapbooks 
full of photos, illustrations and cartoons. 
(Many of the photos even display edu- 
cational captions when kids click on 
them with the mouse.) Two hundred 
fifty pictures come with the program, 
and the publisher has promised to make 
more pictures available in the future. As 
if that weren't enough, kids and parents 
can import pictures directly from Photo 
CD discs. These discs are available for 
families who want to develop photo- 
graphs for use on CD-ROM drives that 
are capable of displaying the pictures, 
either on a computer or on another Photo 



Kid’s Studio 
Price: $59.95 

in Brief: A computerized storybook 
maker. 

Requirements; Macintosh LC or bet- 
ter with 4MB RAM; 256-color display; 
hard disk with 7MB free space, System 
7.0 or higher. CD-ROM drive support- 
ing Photo CD is optional. 

For Ages; 6 and up. 


CyberPuppy Software 
P.O. Box 19500 
Rochester, NY 14619 
(716) 436-3570 
Circle Inquiry #133 


March 1994 


Page 129 





CD device. (There’s even a five-dollar 
coupon for CD processing from Kodak 
included in the package.) Each picture 
used in a Kid’s Studio document can tlien 
be placed, resized, and even edited (with 
the program’s paint program). 

Kids then add text to the image and, if 
equipped with a sound-capable Macin- 
tosh, record music or voice to play along 
with the images. Each screen they create 
is called a page. Pages can include any 
number of pictures and sounds, and the 
sounds may be played in any order. Kids 
string together numerous pages to create 
a story. Budding video artists can use the 
program’s canned transitions to move 
from page to page. All of the created 
pages, sounds, and transitions can be 
edited at any time. 

Kids can play their finished story as a 
slide show by setting timed intervals be- 
tween pages. In addition, any story may 
be saved as a QuickTime movie (Quick- 
Time 1 .61 is included in the package) so 
friends and family who do not have 
Kid’s Studio may see the show for them- 
selves. 


This is a fairly comprehensive, easy to 
use product that has much to offer. The 
only major problem is the contents of the 
Treasure chests. The pictures contained 
with the program, while of good quality 
and exceptional variety, are fairly u.se- 
less in trying to tell a story. The broad 
range of subjects is hampered by the use 
of each subject in a limited way. For 
example, because the program’s dino- 
saur picture offers but a single pose, 
there is a limit to what can be done 
visually with the picture in the context 
of a story. A better approach would have 
involved using body parts that could be 
manipulated by the story makers to cre- 
ate a variety of different poses, moods, 
and situations. 

De.spite this limitation, Kid's Studio is 
an exceptional product. It provides a 
valuable creative outlet for kids, and is 
sophisticated enough to appeal to par- 
ents. Bringing kids and adults together 
around the computer is always a wel- 
come idea. 


— Ken Levine 


Zurk’s Learning Safari 

Imagine a magical place where story- 
books come to life, letters change into 
animals, and kids can play hide and seek 
with crocodiles and caracals in the Afri- 


can Serengeti. Zurk’s Learning Safari 
offers a combination of seven different 
content-rich activities designed to allow 
children plenty of exploration and dis- 
covery time. It also introduces and rein- 
forces basic skills like shape 
recognition, letter recognition, matching 
and counting. 


This program distinguishes itself from 
the standard basic skills learning pro- 
grams in many ways: from the beauti- 
fully illustrated, watercolor graphics to 
the rhythmic African-flavored music. In 
Explore Story, the cursor becomes 
Maya, the lion cub. Kids can easily con- 
trol Maya’s movements without having 
to hold the mouse button down as the cub 
explores a fully interactive jungle and 
tries to get back to her mother. In Hide 
and Seek (two separate activities), kids 
can hide or search for camoullaged ani- 
mals and magically change animals in 
the “transputer,” a unique transfoi'mer 
complete with sound effects. 

In Puzzles, kids can play with five 
different puzzles and place pieces sim- 
ply by clicking on them and dragging 
them around. Shape recognition skills 
are covered in the Magic Box. Positive 
reinforcement is provided by Zurk. an 
animated character that leads kids 
throughout the program. 

In addition to Zurk’ii rich multimedia 
learning experiences, the Parent’s Guide 
(also a Rhyming Book) provides many 



In Brief: A delightful multimedia early 
learning journey. 

Requirements: IBM compatible (386 
or better) with 2I\/iB RAM; VGA display: 
hard disk; mouse. 

Audio Support: Sound Blaster, Ad- 
Lib, Disney Sound Source, and com- 
patible sound devices. 

For Ages: 3 to 7 


supplemental activities for parents 
which can be performed at the computer 
or away from the keyboard. Background 
material on Zurk’s African adventure 
includes an explanation of African 
rhythms and instruments; pictures of all 
the animals mentioned throughout the 
program; and a bibliography for further 
reading and exploration. 

— Felicia Donovan 


Mind Castle 

Here’s an intriguing word-skill game 
that takes the drudgery out of learning 
vocabulary. The game is ideal for inde- 
pendent home study or team efforts in 
the classroom. 

Players enter the Word Wizard’s cas- 
tle to begin a series of puzzles. They can 
only solve the puzzle by clicking on 
objects in a room and picking the coirect 
meaning to a word challenge. Wrong 
answers prompt a new clue and more 
chances to answer correctly. Each cor- 
rect answer provides another piece to a 
larger mystery question. When players 
gel enough correct answers, they pro- 
gress to a higher level of play. 

Graphics are an integi'al part of this 
game. Players move through 20 rooms 
in the five story castle looking for clues. 
Selecting various objects in each loca- 
tion reveals a word challenge. If enough 



Mind Castle 


Price: $59.95 

In Brief: Players build vocabulary skills 
in this challenging puzzle game. 
Requirements: IBM compatible with 
640K of RAM, VGA display; hard disk 
with 1MB free space. A mouse is op- 
tional. 

Audio Support: AdLib, Sound Blaster, 
and compatible sound devices. 

For Ages: 8 and up 

Other Versions: Macintosh, $59.95 


Lawrence Productions 
1800 South 35th St. 
Galesburg, Ml. 49053-9687 
(616) 665-7075 
Circle Inquiry #135 


Pcifie 130 


Computer Gamiiif’ World 




Advertisers’ Index 


RS# 

ADVERTISER 

PAGE 

RS# 

ADVERTISER 

PAGE 

RS# 

ADVERTISER 

PAGE 

25 

7th Level 

137 

60 

Gosselin Computer Prod 

144 

95 

Nova Logic 

13 

26 

Accoustic Research 

72 

61 

Hi-Tech Expressions 

5 

96 

Ocean Of America 

113 

27 

Aditus 

51 

62 

Hi-Tech Expressions 

3 

97 

Ocean Of America 

99 

28 

AldeaLabs 

166 

• 

HPS Simulations 

169 

98 

Origin Systems 

117 

29 

Altech 

83 

63 

Impressions 

25 

99 

Origin Systems 

188 

30 

Apogee Software 

33 

65 

Inner Circle 

73 

100 

Origin Systems 

111 

126 

Avalon Hill 

171 

66 

Interplay 

57 

101 

Paper Mayhem 

172 

31 

Bare Bones Software 

124 

67 

Interplay 

21 

102 

Papyrus Publishing 

101 

32. 

Baseline Publishing 

127 

69 

Keyboard Commander 

140 

122 

Prometheus 

71 

121 

Bethesda Softworks 

63 

70 

Koei 

149 

103 

OOP Inc 

107 

33 

Blue Valley 

124 

71 

Kraft 

66 

104 

OOP Inc 

187 

34 

Broderbund 

40-41 

72 

Lance Haffner Games 

112 

105 

OOP Inc 

157 

35 

Bryon Preiss Interactive 

32 

73 

Logitech 

80-81 

102 

Quarterdeck 

145 

36 

Cape Cod Connection 

120 

74 

Logitech 

115 

106 

Readysoft 

105 

37 

Carey DeVuono Games 

75 

124 

Mallard 

141 

107 

Realism 

165 

38 

Chips & Bits 87,89,91,93 

75 

Maxis 

29,31 

108 

REM Software 

112 

39 

Colorado Spectrum 

92 

76 

Media Vision 

52,53 

109 

Sideline Software 

166 

40 

Compsult 

152 

78 

Megatech 

67 

125 

Sierra On-Line 

139 

41 

CompuServe 

37 

79 

Merit Software 

69 

110 

Sigma Designs 

27 

42 

Computer Express 58,59,60,61 

80 

Merit Software 

95 

64 

Simulation Systems 

94 

120 

Computer Express 

132,133 

68 

Micro Sports 

65 

111 

Simulations Canada 

152 

43 

Creative Labs 

49 

81 

Microforum 

103 

112 

Sir Tech Software 

11 

44 

Crystal Dynamics 

8,9 

82 

MicroLeague 

77 

113 

Software Express 

121 

45 

Disk-Count Software 

177 

83 

MicroLeague 

159 

114 

Spectrum Electronics 

144 

49 

Dongleware 

135 

84 

MicroProse 

17 

115 

Spectrum HoloByte 

84-85 

50 

Dongleware 

179 

85 

MicroProse 

35 

* 

SSI 

151 

51 

Electronic Arts 

46-47 

86 

Midian 

126 

• 

SSI 

153 

52 

Entertainment Int’l 

173 

87 

Midnight Games 

163 

• 

SSI 

155 

53 

Falcon Northwest 

7 

88 

Mindcraft 

125 

116 

Suncom 

64 

54 

Flagship Magazine 

154 

89 

Mindcraft 

123 

117 

Thrustmaster, Inc. 

108 

55 

Formgen 

2 

90 

Mission Control 1 46-1 47 

123 

Time Warner 1. Group 

143 

56 

Future Vision 

161 

91 

National Videotex 

97 

118 

Titan Games 

175 

57 

G.E. Info Systems 

23 

92 

Nawu Triad 

100 

119 

Virgin interactive 

109 

58 

Gamer’s Gold 

167 

93 

New World Computing 

119 

* No Reader Service Number. Please 









59 

Genovation 

55 

94 

Nova Logic 

12 





March 1094 


Pof’e IJI 









BEGINNING READING 


BIG GREEN DISC 


ALGE BUSTER 3 


MARIO'S TIME MACHINE 






Join ihc Mario 
G'olScrs on o wild 
rtde ihrou^H lirra 

grcar moments in 

serieZlnkHO 
romp with Iho 
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, 111 in limo to witness iho first succoislul 
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day's work lor ilic popular plumbers. See 
Mario Visit the workshop of Thomos Edison, 
ride along wirh Neil Armstrong and cheer lor 
Bobo Ruth, in oddition to witnessing scores ol 
other historic events Entertaining and educo 
tionol for the whole fomily 
PUBUSKER: Softwore Toolworks 
DOS 


Ages 12 to adult. 
Newest version ol 
the world's best 


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rrjifirooch Four 
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with oil new SVGA 

lions ond sound 
will help you develop a better understonding ol 
the olgebroic process, learn how to solve 
eriuotions and tronsloln word probltims into 
algebraic eitpresiions. Two challenging new 
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S rophing expert Covers oil subject areas ond 

PUBUSHER: Dovidson 


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RICHARD SCARRY BUSY TOWN M COMPANY OF WHALES 


Introduce your 
child to the world 
ol discovery in 

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including everything ficm rop and reggoe to 
sqIso. Develops skills in addition and subtree- 
tion, body ports, counting, directionality, pot- 
tetn molcning, problem salving ond reading. 



$29 



Tho Discovery 
Chonnel, the 
leader in reak 

on a spollbindltig 
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capturrtd on film, with some of the rotesi 
wholes on Eorlh. Investigate their intriguing 
sociol behoviot and intelligence, listen to 
whole communications ond understand the 
mystery of their songs. Includes dS minutes ol 
exclusive video end more then 200 com- 
pelling photos and Illustrations. 

PUBLISHER: Diicovcry Chonnel 7 

IBM-CO T*' * 


EAGLE EYE MYSTERIES IN. LONDON 


the world's 
smorlosl junior 
delrsctivssl Joke 
and Jennifer 
Eoglo run the 
hottest detective 
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senes of coses Solve over SO new progressive 
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deductive reosomng skills. MAC version- J35. 



PUBUSKER: Elettrontc Arts 
DOS 


$30 


. AMAZON TRAIL 


Journay through 

Andes hi^h coun- 

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Meet 05 mony os 
30 other histone explorers, naturalists, scicrv 
tisis, ond nolivcs Exercise problem-solving 
ond rcadingcomprchcnsion skills. Develop 
novigationol abilities. Introduces ecosystems 
and povides insights into South Ameiican hiv 
tory from the time ol the Spanish 
Conquisiadois to present 



PUBUSHER: MECC 

DOS, MAC 


$33 


Heather Hits Homerun CD 19 

Jr High Grade Builder 3 Pock 20 

Just Grandma S Mo CD 3d 

tong Hold Ooy at the Ronch CO 19 

Mind Cosile 3d 

Moving Gives A Stomach Ache CD 19 

MudPuddloCO 19 

New Kid on the Block CD 3d 

Once Upon A Time II .. 30 

Paper Bog Princess CD 1 9 

Peter ond the Wolf CD 25 

Reader Rabbit I Enhonced 3d 

Reader Robbit II WIN 3d 

I Reader Robbit III ,,, 

I Reader Rabbit Reedy for 
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I Reoding and Me Toiking ... 
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I Rusty & Rosy Volume 1 WIN ... 

I Rusty & Rosy Volume 2 WIN... 

I Scary Poems for Rotten Kids CD ... 

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Sleeping Beauty Storybook CD... 

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Super Solvers; Ancient Empires.... 

Toie o( Benjamin Bunny CD 

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Toiking Clossic Tales CD 

Talking Jungle Sofori CO 

Talking Phonics Plus 

Tell Tole Heart CD 

Thomos' Snowsult CD 

Tortoise & The Hore CD 

Treasure Cove 

Ugly Duckling CD 

Zugs Dinosaur World 

Aladdin Print Kit 

Animation Studio WIN 

Betty Crocker Boys 4 Girls 

Creation Stories CD 

Creotive Writer WIN 

Fine Artist 

Kid Cuts 

I Kid Doodle WIN 

Kid Fun CD 

I Kid Pictures 

I Kid Pix 

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I leorn to Ploy Guitar CD 

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I logo Writer 

MetroGnomes' Music 

Miracle Piano System 

My Own Stories 

Peter Pan; Story Painting Adv 

Peter Pon: Story Painting CD 

Print Shop Deluxe 1 ,2 


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I Print Shop Deluxe Comic WIN 

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I Sound Source 

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I Advanced Spelling Tricks WIN. .. 

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Word Tales CD 

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Discovering America 

Expert Mops 

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My First World Atlas 

Mystery at Museums w/T-SHIRT.... 

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4 Slater 4 Charlie Go Comping 29 

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lobtcc CS-I80 Shielded Speokot 22 

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Circle Reader Service #120 














questions aren’t answered before the 
digital timer reaches zero, the game is 
over and players must start again. 

Mind Castle is based on proven lan- 
guage learning strategies. Players re- 
spond to vocabulary drills in a 
non-repetitive manner that draws them 
into reacting positively. Vocabulary 
questions are posed with context clues so 
youngsters can rely on their reading 
skills rather than mere memory. The 
game reinforces spelling skills, too. And 
it teaches students to choose the appro- 
priate word meaning among words of 
multiple meanings. 

Students learn more than word skills 
playing this game. They also learn to 
budget their time wisely. Guessing 
wildly and moving aimlessly about the 
castle takes time. Solving puzzles adds 
bonus lime. 

Mind Castle is ideal for students with 
either weak or strong language skills. 
And players who get easily fiiistrated 
can use shortcuts to locate the hidden 
puzzles. 

— Jock M. Germain 


Mario’s Early Years; Fun 
With Letters 

Good teachers know that the best way 
to teach a new concept is to introduce it; 
then teach it in as many possible ways to 
address all different learning styles. This 
learning game follows the same formula 
with fun activities that introduce letters 
and letter sounds. At the opening screen, 
kids decide whether Mario or Princess 
Toadstool will be the active character. 
They then select from ten different 
worlds for their learning adventure. 
These worlds include a variety of activi- 
ties: simple songs; letter recognition; al- 
phabetic order: sentence fill-in; 
letter-sound recognition (phonics); 
vowel recognition; letterblending; letter 
building; and identification of first letter 
and last letter sounds. 

Several of the game’s activities can be 
played in one of two modes; Discovery 
Mode or Learning Mode. In Discovery 
Mode, Luigi sleeps soundly and kids 
click on interactive objects or characters 
without any restrictions. In Learning 
Mode, Luigi wakes-up and invites kids 
to participate in specific activities such 
as pointing to particular letters or finding 
words that end in specific letters. Kids 



Mario’s Early Years! 
Fun With Letters 


Price: $39.95 

In Brief: Mario teaches letters and 
letter sounds in 1 0 fun-filled activities. 
Requirements: IBM compatible {386 
orbetler) with 640K RAM; VGA display; 
hard disk with 14MB free space; 
mouse. 

Audio Support: AdLib, Sound Blaster 
and compatible sound devices. 

For Ages: 3 to 6 

The Software Toolworks 
60 Leveroni Ct. 

Novato, CA 94949 
(800) 234-3088 
Circle Inquiry #136 


can easily switch between the two 
modes by clicking on Luigi. 

A Parents’ Information Center pro- 
vides a resource with a wealth of infor- 
mation on what each world attempts to 
do, which helps parents guide young 
learners toward specific skill areas. It 
includes an explanation of the natural 
stages of learning in young children; 
home play follow-up activities; and 
what the purpose behind each activity is. 
Parents can also configure the program 
in a variety of ways to suit their child’s 
learning styles. The only option missing 
is a printing feature. 

All of the activities are fun, and they 
cover just about everything kids need to 
know about letter and letter-sound rec- 
ognition. Fun with Letters has enough 
balance between active and passive ac- 
tivities to keep kids engaged for hours. 

— Felicia Donovan 


Mr. Drumstix’ Music Studio 

Even a novice can’t help but acquire 
new musical skills after using this en- 
gaging program. Us games and activities 
provide serious musical training for 
young minds eager to learn about the 
world of notes, rhythms, and chords. 

For beginners, the program offers ac- 
tivities as basic as a Karaoke-style sing- 
along. Twenty classic children’s songs 


come with the program. Kids can bell 
out a tune to Mr. Drumstix’s musical 
accompaniment, adjust the tempo, and 
even change the instruments — all with 
the click of the mouse. Additional song 
files arc available from the publisher. 

Several musical games of varying 
complexity challenge young ears. Thc.se 
range from a simple test of counting 
notes, to a more advanced game that 
trains kids to recognize and distinguish 
different chords. 

To help guide them through the musi- 
cal games, kids can rely on three com- 
puter characters: Ms. Florida Keys, 
Guitar George and, of course, Mr. 
Drumstix. Kids use these campy charac- 
ters to make music, while learning about 
the instruments at the same time. Before 
long, kids will be improvising new mu- 
sical compositions. 

Ambitious young composers can take 
advantage of the program’s rhythm edi- 
tor to create original melodies and drum 
parts, which can be played back using 
any of the 128 different musical instru- 
ments that arc synthesized within the 
program. Sounds range from the sublime 
to the ridiculous, and can be plugged in 
at virtually any point of a composition. 

Mr. Drumstix is easy to install and use. 
The clear and readable manual does a 
good job of explaining all of the compo- 



Mr. Drumstix’ Music Studio 
Price; $69.95 

In Brief: A lively and entertaining pro- 
gram that lets kids express their crea- 
tivity while exploring the world of music. 
Requirements: IBM compatible (386 
or higher) with 4MB RAM; VGA display; 
hard disk; sound device or MIDI inter- 
face; Windows 3.1 or higher. 

Audio Support: Sound Blaster com- 
patible devices. 

For Ages: 3 to 9 


Howling Dog Systems 
Kanata North Postal Outlet 
Box 72071 

Kanata, ON, Canada, K2K2P4 
(619) 599-7927 
Circle Inquiry #137 


Page LU 


Compiler Ganihii' Worlil 











My son 

and 1 love this 

> game!!! 


Great world! 

Robert Strauss, Burbank 


My daughter ( J 1 years old) and I have become "Oxyd" 
addicts. IVe cannot wait to begin exploring the many 
other levels. Jhanks for creating such an excellent prod- 
uct. R. 5., Germantown 

This is, without question, the most impressive game I 
have ever seen. I am amazed at the audio, visual and 
action. George L. Tanty, Arlington Heights 

Outstanding programlll! John Bemauer, Los Gatos 

^ow\ That's all I can say about Oxyd. What an incredible 
game! Hurry! I can't wait to play!! 

This game is highly addictive. Stuart Ritchie, Canada 

One of the nicest games I have seen in a long time. 

Thanks for creating such a challenging piece of software. 
Steve Brannon, Canada 

I'm completely booked! Patricia B. Smith, NH 

The game is a blast! Excellent graphics, extremely well 
done. Interesting challenges in each landscape also. I 
look forward to the next 90 landscapes. David Mangini, Cl 

The game is really slick, well designed. Those first JO 
levels alone were worth paying fori 

One of the most elegant games I've played. Thanks a lot 
for a great game. Jeffray Jondahl, San Diego 

OK so we got hooked! 


I enjoy this game a great deal and so do my children and 
their friends. It is just what I have been looking for !! 
Jerome Wescolt, Minneapolis 

My whole family enjoyed your game a great deal. 
Michael C. Moore, Columbia 

Oxyd has to be the most artistically superb piece of 
programming that I have seen. From my position of 
having completed about one third of the single-player 
levels, the landscapes have been continuously varied 
with a marvelous attention to graphic and audible detail 
that makes each new one a continuing delight. I espe- 
cially appreciate how the marble interacts in seemingly 
realistic but different ways when rolling over or bouncing 
against different “natural" (or unnatural) substances 
like stone, wood, swamp, freefall etc. At this point, I'm 
already worrying that I'll run out of levels (assuming I 
keep solving the puzzles). Jeffrey R. Harrow 

Even our Syr old enjoys the game. 

I just had to write to tell you how much fun I've had 
playing Oxyd. The attention to detail - the sounds, the 
textures of the surfaces - really adds to the fun of the 
game. It invites the imagination for a ride. 

Thanks also for making all of the landscapes challeng- 
ing but not impossible. At first I thought that landscape 76 
was unfairly difficult, but when I found the way through 
it, I really admired the ingenuity. lom Phoenix, Porihnd 

It is rare to find such a visually appealing, addictive and 
playable game. Kathryn Wilson, Ausirolio 

I'm really impressed with your game, Oxyd. Congratula- 
tions on a unique and fun product, and best luck to you 
all. John M. Dodd, Thousand Oaks 


Call 617-497-1130 

for the Oxyd magnum! retailer nearest you 

Get a free appetizer for PC Mac^ Amiga or ST: 

Send S 4.00 for shipping <5 handling for }0 challenging landscapes 
of Oxyd to Dongleware, 35 Howard Street, Cambridge, AM 02139. 
Send S 4.00 for a 5 level leaser of Oxyd magnum! (PC or Mac only) 


Oxyd@ magnum! 
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Sequel of the award winning Oxyd, 
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PC: 386 or above, 2.5MB RAM. CGA or VGA, Seuadbla. or Adi. optmal. 


Oryd Cietits: 

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Game of the Year 

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Score this game a solid 10 

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Top of the Charts 

Bm leoiet Categay, K Comes Gemn edition. 


Circle Reader Service #49 




nents. Sonic iidvanccd computer users, 
especially those skilled in using Mi- 
crosoft Windows, may object to certain 
design elements, such as the inability to 
minimize the program to the desktop. 
But if parents recognize such features as 
a means of guarding important computer 
data against accidental erasure, the de- 
sign makes sense. 

The ease with which kids can begin to 
explore music and sound is the major 
attraction of this program. It's notable 
features will have kids singing its 
praises. 

— Dennis McCauley 


Parenting 

Young parents and would-be parents 
are always looking for good reference 
books about parenting. This interactive 
reference provides six different popular 
publications in one location, produced 
by a husband and wife pediatrician and 
pediatric nurse team who, with theirfour 
children, have survived the parenting 
process. 

The Pctrentin}> guide is primarily a set 
of electronic books, bringing to bear the 
convenience of the powerful search- 
and-cross-referencing ability of the CD- 
ROM medium. The sparse utilization of 
the full powers of multimedia in this 



Parenting 


Price: $79,99 

In Brief: A set of six books on CD-ROM 
subjects concerning the prenatal-to- 
preschool period. 

Requirements: IBM compatible with 
640K RAM: VGA display; CD-ROM 
drive. 

Audio Support: Direct CD audio out- 
put 

For Ages: 10 and up 


Creative Multimedia 
514 NW 11th Ave, 
Portland, OR 97209 
(503) 241-4351 
Circle Inquiry #138 


program is the largest weakness of this 
mostly excellent reference. Still, it gives 
parents a tool that provides immediate 
answers to thousands of problems that 
arise with children during the first for- 
mative years. 

Six minutes of audio examples of chil- 
dren's normal language development is 
followed by a child development spe- 
cialist’s comments and examples of nor- 
mal child-to-adult conversations. There 
are over 400 color and black-and-white 
digitized photographs of parents and 
children from different ethnic back- 
grounds, and in utcro fetal development 
pictures. 

The six references are controlled and 
cross-referenced by a logical system that 
performs searches and retrievals on the 
information. Those who find extensive 
text difficult to read on the computer 
display will find the ability to print a 
welcome feature. Saving information to 
a file for use in other programs, like a 
word processor used in a research l eporl. 
is also available. 

Topics covered in the book include: 
fertility, pregnancy, baby book, birth, 
baby name book, question and answer 
book, and a children’s medical guide. 
Many parents will enjoy the complete 
baby name book. The home medical 
guide is a thorough reference of useful 
information. Most parents will I1nd their 
prenatal-to-preschool concerns an- 
swered with this publication. 

— Al Giovetfi 


King Arthur’s Magic Castie 

A medieval playground sandwiched 
in plastic is a good description for (his 
child’s adventure game. Kids arc free to 
explore one of four areas, but the game 
offers nothing new to distinguish it from 
other adventure games, or from educa- 
tional games using the adventure motif. 

From the Castle, players may click on 
any one of a number of on-screen hot 
spots (the moat or the drawbridge, for 
example). Each spot provides a little ani- 
mation and an accompanying narration 
explaining the purpose of the particular 
structure. This tour is essentially the en- 
tire educational portion of the game. 

After the grand tour, nascent knights 
may try their lances at a joust. Jousters 
are given their choice of horse and oppo- 
nents. The Joust is an extremely simple 
hand-eye coordination contest, which all 



King Arthur’s Magic Castle 
Price: $49 

In Brief: A mix of fact and fantasy for 
entertaining kids. 

Requirements: Macintosh with 2MB 
RAM, 256-cotor display: CD-ROM 
drive; System 6.07 or higher. 


Orange Cherry/New Media 
Schooihouse 
PO Box 390 

Pound Ridge, NY 10576-0390 
(800) 672-6002 

Circle Inquiry #139 


but the youngest will soon find tiresome. 
The interest level generated by this con- 
test cannot compete with more modern 
battles waged on popular video games. 

Following the Joust, kids can make a 
quick stop up in Merlin’s tower. Here, a 
player may click on any visible object 
and be rewarded with an entertaining 
animated sequence. But while every 
click brings about a musical, witty sur- 
prise, there arc only so many places to 
click, and the animation and sounds are 
repetitious. Unless Merlin comes up 
with some new guests for his party, he 
will most likely find himself a very 
lonely wizard. 

Finally, there is a fantasy role playing 
element that takes place underneath the 
castle. Players wander through a rela- 
tively simple maze, hunting for treasures 
and Hceing danger. This type of game 
has been done before, with much more 
panache. 

Despite the overal I attractiveness of its 
sound and graphics. King Arthur’s 
Magic Castle tries to be too many things 
and loses its focus in the process. Parents 
whose primary educational goal for their 
children is to make them marginally con- 
versant in the layout of a medieval castle 
should make this addition to their soft- 
ware library. The rest of us will find 
more food for thought elsewhere. 

— Ken Levine 


CGW 


IJ6 


Conipiiler Gaming World 








Enterlainvitmt 

Magazine 


Join your kids on 
m adventure they’ll 
iver forget! 

Take them to Tuneland", a magical 
place of fan, music and laughter! 

•^Tuneland stars Howie Mandel as Lil’ Howie, a loveable, 

“^Wmated playmate, in the first fully-animated interac- 
Ive cartoon. Join your child and Lil’ Howie for hour after hour of 
playing, singing and learning that computers can be fun. Oh! By the way. Mom and Dad, 
when you play with Tuneland by yourself, Lil’ Howie promises not to tell! 

See your nearest software dealer today! 


7th LEVEL 


7lh Level, Ino., 5225 San Fernando lioa<l West, l/)s Angeles, CA 90039 ©1993 7lh Level, Inc., Tuneland, Desktop Playground and 
7th Ijivel are tmdeniarks of 7lh l.evel, Inc. All rights reserved. • SYSTEM REQUIHEMENTS: IHMf Tandy* or conipaUble 366 
25 MHz or belter with a ininimuni of 4MB of RAM, SVGA display and CD-ROM drive with CD audio cotmeclor, MPC comiiatihle 
sound card, MS-DOS" 3.3 w/Witidows'” 3.1 or later. Optional: amplified speakers, headphones. 


Circle Reader Service #25 


0 


r 

OF THE 

1 

[ESI 

r 


Blasters, Dinos 
and Voodoo Dolls 
Du Jour 

by Chuck Miller 


T his monch’s menu of shareware picks 
features rather eclectic fare. Topping 
the list, our main course is another 
Apogee release destined for success — Blake 
Storie: Aliens of Gold, a 3-D action game in the 
tradition of Wolfi7istein 3-D. Also being 
served is Dino Slot from BFM Software, a 
Windows-h^sed slot machine with a prehis- 
toric twist. For dessert we have Voodoo Doll 
for Windows, a program that allows you to 
“stick it” to friends and foes in more ways 
than one. 

I Think You’ve Got Your Genes 
On Backwards 

Dr. Pyrus Goldfire, a sinister madman from 
the future, is using genetics to create a bizarre 
army of creatures with which he intends to 
wage war against Earth. In the timcle,ss tradi- 
tion of the B-movie, Goldfire’s plan of con- 
quest and destruction must be stopped, and 


only our illustrious hero can save the day. Six 
hidden mutant hatcheries must be cleared to 
put the dastardly fiends out of commLssion. 

Blake Stone: Aliens of Gold, produced by 
JAM Productions, is Apogee’s follow-up to 
the eminently successful Wolfemtein 3-D. 
While not quite up to the overall quality of 
Id’s latest creation, Dootn, Blake Slone is 
nonetheless a high quality, first person blast- 
fest. Those who already have the first release 
should note that version 2.0 is now available, 
featuring several improvements, including 
lower memory requirements, light sourcing, 
and auto-maps that rotate to show your ac- 
tual facing direction. 


With 66 levels of explosive action through 
six missions (the shareware version provides 
one mission to lure you into ordering the 
other five), Blake Stone takes you on a futur- 
istic, mutant-mangling adventure. Of course, 
several levels ofdifficulty have been provided 
to tune the quantity of mass destruction to 
your preferred level. 

Regardless of the difficulty level chosen, the 
overall score is determined by several factors: 
total points earned, informants left alive, and 
the number of enemy creatures destroyed. 
Scores arc tallied for each floor and mission, 
displaying ratings based on Blake’s profi- 
ciency, and they can be viewed at any time to 
check on progress. Just a hot key away is the 
auto-map of the floor currently occupied. 
Major features such as open and locked 
doors, and the player’s position arc clearly 
depicted. As in Wolfenstein 3-D, secret doors 
and walls exist, requiring your thorough and 
careful efforts to locate. A new fea- 
ture — one-way doors — add to the 
difficulty of clearing a level. Fortu- 
nately, the weaponry provided 
eases that burden for those less- 
subtle players. 

Visually and audibly, Blake Slone 
has much the same feel as Wolfen- 
stein 3-D. High quality 256-color 
graphics offer a familiar look, bur 
feature brighter colors and greater 
detail, fhere arc also more oppo- 
nents to face in this sci-fi setting, 
giving a total of 20 unique charac- 
ters. Graphically, atmosphere rates 
high, accompanied and enhanced 
by 15 musical soundtracks and appropriate 
digitized gunfire, punctuated by screams and 
thunderous explosions in AdLib and Sound 
Blaster sound. Overall, Blake Stone delivers 
the goods on all counts. 

All six missions of Bkike Stone: Aliens of Gold 
are available for a registration fee of $59.95, 
plus $5 shipping and handling. As a special 
conce.ssion to CG W readers. Apogee will give 
youa$10di.scount ifyou mention this article. 
Included with the registered version is the 
game manual, a hints and secrets guide, and 
cheat code (enabling full health, all weapons, 
full ammo, and all necessary level access key 



Blake Stone: Aliens of Gold 


card,s). d o order, send your payment to: Apo- 
gee Software, PO Box ^96389, Garland I'X 
75049-6389, or call (800) GAME123 with a 
charge card in hand. 


Ugh! and Bunga Binga! Take 
Gambling Back To The Stone Age 


Regardless of whether aive men and 
women gambled, today’s dino lovers can cer- 
tainly do so with Dino Slot, a cute and educa- 
tional game from BFM Software. Play is 
simple, as you place a bet of one to five rocks 
and pull the slot machine (club) arm. The 
more bets placed, the greater the chance of 
winning (five bets, for example, increase the 
total ways of winning by five — across each of 
three rows and diagonally from corner to 
corner). As the last wheel comes to rest, your 
winnings, if any, pour from the slot (watch 
your toes!). An “Ugh!” means no win, while 
“Bunga Binga!” reaps cold, hard. ..stone. 


In addition to the basic slot machine func- 
tions, Dino Slot allows you to increase your 
winnings by taking a Dino-Quiz. Answer the 
po.sed questions correctly and earn extni 
rocks. Guess incorrectly and feel that conti- 
nental shift in your pockets. For the most 
part, the questions are relatively easy, though 
a few ringers are thrown in to keep it from 
being too simple. Also provided are a handy 
Wheel Editor and Payoff Editor, with which 



Pui^e i3H 


Coinpi/lcr C/iniiiiff Wurld 











See your favorite retailer or call: 1-800-757-7707 


SIERRA* 


Circle Reader Service 0125 



Voodoo Doll for Windows 


you can edit the wheel combinations 
and payoff combinations to your lik- 
ing. 

While Dim Slot is geared primar- 
ily for the younger gamer and does 
not classify as a true gambling pro- 
gram, more mature types will cer- 
tainly gain some pleasure trying to 
beat the odds in this prehistoric 
game of chance. Both fun and edu- 
cational, Dbio 5/bf will keep players 
entertained long enough to learn 
some interesting facts or, at least, 
relieve some workday stress. Dim 
Slot may be tried free for 15 days, 
after which it must be registered. Just 
send a check or money order for 
$13.95 made out to Brett McDon- 
ald at: BFM Software, Brett McDonald, 
38602 Lancaster Drive, Farmington Hills MI 
48331. 

When You Do The Voodoo 
That You Do 

Certainly not a game but still entertaining, 
Voodoo Doll for Windows wWavj?, you to “pin- 
point” good and bad curses to inflict on the 
people of your choice. Curse a friend, neigh- 
bor, spouse, boss, anyone actually. The good 
news is that curses need iiot be bad. While 


you can inflict others with disease, rashes, 
baldness, job loss, divorce and a visit from the 
in laws, you can also “curse” them with the 
benefits of happiness, good health, a pay raise, 
love and healthy hair. You cannot mix curses 
in your recipe, however. Ail must be either 
good or bad. 

I'o assist in the proper placement ofvoodoo 
pins, a handy button calls up an overlay of 
viral areas. Head, brain, eyes, heart and groin 
(yow!) arc carefully identified for greatest of 
accuracy. Once pins are placed, you can either 


remove them to start again or effect the curse. 
Choosing the latter will result in some visual 
mumbo jumbo — the screen dancing left and 
right for a few seconds, then disappearing. At 
this point, you can consider your “victim” to 
be under the spell of voodoo magic. 

Thankfully, Voodoo Doll for Windows\$)\.isi 
a software toy and is not intended to be a 
functional program. The author, Ian Firth of 
Diversions Software, while visiting New Or- 
leans, found the subject of voodoo to be 
interesting and put together this neat little 
digital plaything. Voodoo Doll for Windoivsis 
available for a modest $5 registration fee. 
Checks and money orders are accepted, and 
upon registration, the author promises you 
the peace of mind that he won’t use his 
voodoo doll against To register, contact: 
Ian Firth, Diversions Software, 966 Kramer 
Court, Aurora CO 80010, CompuServe 
76450,3711. 

This concludes our look at shareware for 
another issue. Software reviewed in this col- 
umn is available through distributors of 
shareware and public domain software, as 
well as on many on-line services. And remem- 
ber, if you find a shareware program enjoy- 
able, please register it with the author. Until 
next time, be sure to get your fair “share” of 
great games! cgw 



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FALCCAL<VMlG€AL(7U01tIVI'TCAI.C: Siip<iri) c.imfMign intcllincnce g.ithcring 
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.ill flight p.iths! Printable Fuel ronsiimpiion. Waypoint timing, Slr.itcgimnctir.ii reports: 
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F3/MIG/IIOKIVET REOlilSiTIOIV: Take full command of F.ilrnn® S.O squadrons! 
Customize sqii.idron names and pilot's roster, inriiiding n.imcs, callsigns, skill r.ilings and status. I 
Replenish supplies incluiliiig F-1 G’s! Sorl/print roster by rank or skill,' Sierra Hotel list and more! 

FALCOIV MAPPER: The famous Red Flag, Instant Atlion and HUD cnistomizing 
utility! Change default theaters for Red Flag anil Instant Action. ‘‘OecTuller’ HUD. Set 
default lAdifticulty level. Auto-generates Red I lag missions in any ihe.iter. Newgraphic.il 
map shows entire Reil Flag the.iter, flight p.Mlis, enemy positions and more! 

SnOWF3: Viewer for screen-shots taken willr Falcon's strcrcll screen-capture program! 

View shots individually or in "slide show". New mnversion fe.ilure saves screen- shots to popidar 
.GIF or .PCX foim.its. IncTudcse.isy instructions for Falcon's hidden capture tommanils! 


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IMPOttTAniTI: *FCU is compatible with FakoiV^S.O: Operation Fighting Tiger’' 
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HCU is compatible with Fakon®3.0 AND Hornet: N.S.F."* 


Premium Tempiates^'^ standardized, color-coded layout 
destroys "Keyboard Confusion"!! 


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se re.idy-tn-go menus 
tuh-mentis to add other 
miory while running selection!! 


KCE’S COMRAT MISSKIKS: Allnewgui-w 

missions. Includes .ill ly[je missions in diflerent theaters, ! 
fly these Voliinii'rrs onl/ Ihrilli'ts! 


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Page 140 


Circle Reader Service 469 


Corii/mlcr Guminif World 









FLIGHT 51MULATOR®FLIGHT SHOP - THE ADVANCED AIRCRAFT & FLIGHT DESIGN SOFTWARE FROM MALLARD & BAO 


You're a simulator pilot who's looking for something more in on air- 
craft than just two wings and an engine. You're a power pilot that's 
looking for a power airplane to take on a power trip. That's why 
Mallard Software and BAO bring you Flight Simulator Flight Shop; 
the advanced aircraft and flight adventure design program that gives 
you the tools you need to create the flight experience you've always 
dreamed of. 

With Flight Simulator Flight Shop you can build, from scratch, a 
visual airplane model to your personal specifications for use in 
Microsoft's® Flight Simulator v. 5.0. Combine aircraft flight aero mod 
. els from Microsoft's Aircraft & Scenery Designer'^, or fly one of sever- 

great airplanes that are included and ready to fly in any one of the 
precompiled adventures. If interactive multimedia adventures are 
what you seek, you can use the adventure factory to set a course for 
danger, random events, rewards and endless thrills. And for your 
plane's exterior treatment, there's a new paint shop that will let you 
give any of the aircraft your personal, artistic touch. Add digitized 
sound, a flight path editor and other great tools to the list of features 
and you've got a ride that requires more than a seat belt! 

So if you're a power pilot looking for a power ride, look to Flight 
Simulator Flight Shop from Mallard Software and BAO and push 
your own envelope! 


Millard 

1-800-WEB-FEET 

Circle Reader Service # 1 24 
© 1993 Mnikifd Sollwnre, Inc. 




Review 




Fidlge 



N'ear 


A Glimpse At The Cards Of 
Positronic Bridge 

by David E. Lindeman 


CCT 

1 : 


[ t was the best of times, it was the 
worst of times.” So Charles Dickens 
started his classic story, A Tale of Two 
Cities, at once providing not only a great work 
of literature, but a quote to be used by endless 
generations of writers to describe duality. 
Bridge is, itself, a game of two parts, bidding 
and play. Many players are stronger in one 
area than another, sometimes markedly so. It 
should come as no surprise that we now have 
a computer bridge game that shares the same 
characteristics. 

Positronic Bridge is a recent entry into the 
computer bridge game market, coming on 
the heels of such earlier products as 
Grand Slam Bridge //and Micro Bridge 
Companion. Since I reviewed both of 
these games previously in CGW, I’ll use 
them as a basis for comparison. Coming 
ayearafter GrandSlamlJsini three after 
Micro Bridge, one would expect it to 
capitalize on existing techniques to 
make general improvements on both. 
Well... 


Silent Screens 

Positronic opens with a simple screen, 
featuring a small rotating planet and the 
Positronic Bridge logo. No sound, just a 
little note saying “Press any key to continue,” 
whereupon you get another screen, again 
with the Positronic \opp. ’I’his gives way to a 
menu of three options — Setup, Play and 
Exit — which is rather remini.scentofa BASIC 
game written for an EGA display. Even 
worse, about one third of the options under 
setup are non-functional until you buy the 
Positronic Bridge Advanced Edition. Appar- 
ently, the enhanced version provides a whole 
series of bidding options — but more on bid- 
ding later. 

The display improves once you select play 
and get to the bidding screen — a simple and 
attractive layout that uses a grid to represent 
possible bids. The mouse may be used to 
select the bid you want, or to ask the program 
for a suggestion. Once bidding is complete, 
the hand play is similarly simple and attrac- 
tive. The left corner displays the cards played 


on the preceding trick, the open hand(s) are 
revealed on the table, with the cards displayed 
in the center. When Positronic stops to evalu- 
ate a play or bid, it displays a cute graphic of 
a brain with neurons firing in the upper left 
corner. A feature o^ Grand Slam H t\vM I miss 
is the ability to display all tricks played up to 
the current point. 

At the conclusion of each hand, Positronic 
shows the contract and current score. 'I'hc 
game scores all hands using the rubber-bridge 
method. There is apparently no option in the 
works to support duplicate scoring like Micro 
Bridge does. You can then choo.se to replay 



the hand, go on to a new deal, or exit. Select- 
ing exit does not, however, return you to the 
main menu, but to the two logo screens in- 
stead — as ifwc don’t get enough advertising 
on TV. 

Do You Wish To Bid? 

Bidding is the most varied and hotly argued 
part of bridge. There arc more sys- 
tems and conventions in the wide 
world of contract bridge than any 
one penson can po.ssibly remember. 

Your reactions to any bidding sys- 
tem depend a lot on your personal 
experience and how you think about 
the game. Of course, this is the most 
difficult part of the game to repre- 
sent by computer, since human play 
depends on agreements and is sub- 
ject to change, error and intuition. 


Positronic comes with precisely one style of 
bidding. The book that accompanies the 
game describes most of its bidding conven- 
tions. Not to worry, though, because Po- 
sitrotiic vi\\\ not allow you to bid incorrectly. 
If you make a bid other than the one the 
program would make, it will tell you that 
your bid is wrong and to try again or ask the 
suggestion box for the right answer. While 
the attempt at tutoring the player is reason- 
able, it comes across as patronizing, especially 
to seasoned players. The bidding system Po- 
sitronic nses is similar to Standard American, 
although it does not use the five card major 
suit convention for an opening bid 
of “one” that is .so common today. 

Since I play a bidding system 
known as “two over one,” I found 
the game’s bidding system to be oc- 
aisionally confusing, providing me 
with ample opportunity to read the 
“Your bid is incorrect” box. If you 
are new to the game of bridge, how- 
ever, you will find the program to be 
a consistent, if not brilliant, bidder. 
It does do some things that I find to 
be poor practice; for instance, since 
it will open a 4-card suit, you may 
find yourself in a 3-notrump con- 
tract when you have a 5-3 major suit fit. And 
since Positronic won’t let you vary from its 
bids, you cannot correct such hands to 4 of 
the major, which is where most people agree 
they should be played. This is, to some extent, 
an artifact of the bidding system, and one of 
the primary reasons for the use of the five- 
card major opening 1-bid. It also denies the 
human player the 


Positronic Bridge 



TITLE: Positronic Bridgo 

PRICE: $49.95 

SYSTEM: IBM 

REQUIREMENTS; 2Bf. or bettor, ECAA'CA 
graphics. 2MR hard drive 
space, mouse supported 
PROTECTION: Key disk check 

OtSICNER: Dr. David Lever 

PUBLISHER; ReadySofl Inc. 

Ontario, Canada 
(416) 731-4175 


Pdf^e 142 


Computer Gaming Worlil 








R0N\ of 19931 


NEW*YORK 


TIME WARNER 

INTERACTIVE GROUP 


An interactive epic adventure on CD-ROM, 
Hell Cab is more than a game, it's a journey in 
the devil's time machine. Hop in! Check out the 
Empire State Building and get set for a hell ride 


D311 08P4 Lit 


TSi fr<< f>b fcfn ■ a >t Ptpj Ityiw* 

riaUpCl*.<itp|PtV40n.a.x'tyBHn>i«i[.BfllH tt ll 


through history's most infamous periods. You'll 
walk with the dinosaurs, fight to the death with 
Roman gladiators, even witness infantry 


• Dazzling animated sequences; originol music; 
lifelike sound effects; rich, 3-D graphics 

• Multiple environments; complex strategies 

• Realistic, first-person interaction 



attacks in the WWI trenches of Verdun. 


mm 


CD-ttOM for: Windows '- #21019 

Mndntosh "-#14019 Multimedia HC 

Available at your local computer store or coll toll-free to order (800) 482-3766 

Circle Reader Service #123 





opportunity to make a brilliant bid, or to 
make an incredibly bad bid and learn why at 
the school of hard knocks. 

The Advanced game may correct these 
problems. It claims to provide a tool for 
building a new bidding system using an arti- 
ficial intelligence model called an engram. 
Since this was not available for the review, I 
cannot comment on its ease of use or features. 

It’s Your Turn, Buddy 

Positronich'^s options to use both suit count 
and attitude signals. Even better, it actually 
pays attention to your suit count and attitude 
signals, a consistent problem with Grand 
Slam 2. While Positronic does not seem to 
understand suit shift signals, this is a universal 
foiling in computer bridge games. Positronic 
uses very standard openings, making it fairly 
easy to understand, and it also goofs from 
time to time by sticking too closely to the 
standard leads, as do other bridge programs. 
On the plus side, Positronic W\\\ lead the top 
card of your bid suit, giving it an advantage 
over most other bridge games. 

A minor foiling in play is an option to claim 
all remaining tricks. Positronic vj'iW take your 
word for this and concede all remaining tricks 
even if it holds a clear winner that you have 
missed, so be careful. Another quirk is the 


help option. If you ask for help after the first 
lead, you will get a mathematical display 
claiming to show the relative number of tricks 
winnable by each card you could legally play. 
Being a computer programmer by profession, 
I took a fair amount of math in college, but I 
found this display to be rather uninformative. 

According to the instructions, Positronic 
will learn and adjust to your playing style over 
time. Some part of its artificial intelligence 
routine theoretically grades the results of each 
hand and makes minor adjustments as it ac- 
cumulates data. In the time I played the game 
to prepare for this review, it is hard for me to 
state that the game adjusted to my playing 
style. My opinion is that it had made some 
changes, but I would be hard-pressed to ex- 
plain exactly what. Positronic^ play is consis- 
tent and generally good, which makes it a 
good practice tool for playing hands. It will 
occasionally get creative with a lead, with 
mixed results, which can be a little disconcert- 
ing, but I like this feature. The program 
encourages you to stay on your toes, to con- 
stantly think about why a specific lead was 
chosen, and gives the program the chance to 
make an occasional really great lead. 

A Jumbled Scoresheet 

If you are a beginning bridge player, Po- 


sitronic s bidding system is an adequate one 
for learning the game. If you already play 
bridge and are looking for that 24-hour game, 
it might conceivably turn you into an ax 
murderer. I found the bidding to be so irri- 
tating that I had to take periodic breaks from 
the game. A feature like the bidding Row- 
charts used in Micro Bridge would be incred- 
ibly helpful in explaining how to get 
Positronic to make the bid you are convinced 
is correct. This serves as a necessary replace- 
ment for the feedback you would get from a 
human partner as you reviewed hands after 
play (“No, no, when you made that bid, I 
thought you had 6 spades, because otherwise 
you could have just bid notrump...”). 1 found 
this to be particularly frustrating because its 
play is good and, if the documentation is 
correct, will only improve. 

I would only recommend the current ver- 
sion Positfonic Bridge X.O a beginning player 
or to one willing to learn an entirely new, 
albeit primitive, bidding system. The features 
advertised as being part of the Expert edition 
might make it a truly useful, if not terribly 
attractive, tool. I hope this is true, because 1 
find the concept of the product to be very 
interesting, cgw 



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handle new games as they are released for only $9.95 per game, 

■ CHARACTER EDITORS - $19.95 each 

Might and Magic (1 ,2,3, 4 or 5), Pool of Radiance, Hard Nova, Bard's Tale (1 , 2 or 
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$34. PG-13 
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I !!!!■'!;'; 

U!i{rtlWSi 

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22 gorgeotis girls share their 
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L:n ROM $59. 


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Combines the strategic play 
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A lascinaiing interactive adult 
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i|)R()M$39. 


. . id I 


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Aces of the Deep 4S 

Aces Over Europe 4S 

AD&D Al Qadim Genie's Curse 45 

AD&D Dungeon Hack 40 

AD&D Fantasy Empire 40 

Air Warrior 37 

Archon Ultra 40 

Armored Fist 45 

Axis The GameCheater 43 

Beat the House 32 

Betrayai at Krondor 43 


Bloodstone 

in 

Bram Stoker's Dracula 

61 

Caesar 

6i 

Carrier Strike 

43 

Carriers at War 2 

43 

Civilization Windows 

54 

Clash of Steel 

43 

Cobra Mission 

.,,,47 

Comanche Bundle 

..,.4b 

Comanche Mission Disk 1 .... 

,„'2H 

Comanche Mission Disk 2... 

....3b 

Command Adven, Starship 

43 

Companions ofXanth 

3/ 

Conquered Kingdoms 

....61 

Conquered Kingdoms CD 1. 

....'ll 

Cyber Race 

....43 


Dark Sun Shattered Lands ....52 


Delta V..., 

Detroit 

Dominion.... 
Doom 


0 0 


0 0 0 0 0 


7th Guest ... 

52 

Interplay's Classic Collection .47 

Street Atlas USA 

..09 

High Volume Nudes 

39 



AD&D Dungeon Hack 

37 

Intro to WordPerfect 5.2 

37 

Strike Commander 

bU 

Hot Peppers 

44 

H AUULi rnuvicd 


AD&D Fantasy Empires 

4b 

Iron Helix 

,,..82 

Tetris Gold .... 

39 

Island Girls 3 ini 

39 



Ae^s Guardian of the Reel. 

53 

Just Grandma and Me 

37 

The Journeyman Project 

47 

Local Girls 2 

44 

After Dark Trilogy 

...59 

Alone in the Dark 

1)2 

Kings Quest 6 

4/ 

The Tortoise & The Hare 

„4U 

More Northern Delights 

„.,44 

Amorous Aslan Girls 

b9 

Animals 

34 

Labyrinth ofTIma 

32 

TonyLaRussa2 

..b4 

Northern Delights 

44 

Best of Vivid 

69 

Arthur's Teacher Trouble .... 

U 

Learn Fly Fishing 

37 

Where USA Carmen DIx 

..62 

Sizzle 

39 

Betrayal 

69 

Astrology Source 

b2 

Lord of the Rings 

4/ 

Where World Carmen DIx 

..39 

Southern Beauties 

44 

Busting Out 

69 

Battlechess Enhanced 

29 

Lost In Time 

45 

Wing Commander 2 DIx 

..30 

Super Models Go Wild 

49 

College Girls 

44 

Bible Library 

39 

Mad Dog McCree 

U 

Wing Commander Olx 

..3U 

Tropical Girls 

39 

Deception 

69 

Blood Net 

bU 

Mayo Clinic 

« 

WotfPack 

..4b 

Venus Model Search 63/94 . 

44 

DIrtyTalk 

69 

Comanche 

52 

MM 2 Day of Tentacle 

4b 

World ofXaen 

,.47 

Winner Take All 

49 

GirlsofMardIGras 

44 

Conspiracy 

4/ 

Oregon Trail 

...40 

■ ADULT CD GIF'S 


Women on Wheels 

,,,.44 

Hidden Obsessions 

59 

Cyber Race 

43 

PhoneDIsc Residential USA .. 

....59 




House of Sleeping Beauties . 

59 

Oaemonsgate 

34 

PhoneDIsc USA Business 

....b9 



■ AUUL N tKAU Vt 

Inferno 

69 

Dark Sun Shattered l^nds .. 

34 

PhoneDIsc USA Reverse 

.,179 

101 Positions 2 

..69 



Insatiable Rom 

44 

Dracula Unleashed 

32 

Putt Putt Goes to the Moon 

„.,47 

3D Darlings .. 

,.44 

Adult Movie Almanac 

....99 

Kama Sutra .... 

59 











European Racer's 

47 

Putt Putt's Fun Pack 

39 

Amateur Models 

,.44 

Adventures Seymore Btts .. 

....69 

Mt^queofOrient 

59 

Eye of Beholder 1,2,3 

34 

Rebel Assault 

52 

American Girls 

..39 

Bttman's Euro Vacation 

69 

NewWave Hookers Rom 

44 

F15 Strike Eagle 3 

32 

Return of the Phantom 

....4/ 

Bikini Beach . 

..44 

Cat and Mouse 

69 

One-Nine-Hundred 

49 

Fatty Bear Birthday Surprise 43 

Return to Zork 

50 

Bodacious Beauties 

„44 

Condo Duties 

44 

Pinch of Pepper 

59 

Fatty Bear's Fun Pack 

30 

Shareware Explorer 

50 

B. Babes 2 

..44 

Digital Dancing 

69 

Princess of Persia 

44 

Gabriel Knight 

...bU 

Sherlock Holmes Detective 2 32 

Distal Dreams 

..44 

Doors of Passion 

69 

Racquel Released 

44 

Gl^ Galore 

a 

Sherlock Holmes 1 

...,32 

ExoUc Girls ... 

..39 

Dream Machine 

69 

Sweet Dreams 

44 

Global Explorer 

....89 

Sherlock Holmes III 

...49 

GBLUfestyles 

..44 

LA. Strippers 

R9 

The Barlow Afftir 


Great Naval Battles 

„.b4 

Small Blue Planet 

59 

Girls In VMd lor 2 

..69 

Maddam's Family 

69 

Traci 1 Love You 

„,44 

Grollers Encyclopedia 6 

79 

Star Trek 25th 

...BU 

Girls ofj. Stephen Hicks II 

..29 

Night Watch 

59 

Wicked . 

69 

Hell Cab 

B/ 

Star Wars Chess 

...4b 

Girls of Risque 

.44 

Scissors N Stones 

79 

Wicked Whispers 

44 


Dragon Knights 

13 

King’s Ransom 

, 37 

Eagle Eye Mysteries London ...35 

King’s Table 

„„9/ 

Earth Invasion Windows 

97 

KronologThe Nazi Paradox. 

...43 

Eight Ball Deluxe 

39 

Krusty’s Super Funhouse.... 

...32 

Elder Scrolls The Arena 

..43 

Lands of Lore 

37 

Empire Deluxe 

61 

Leasure Suit Larry 6 

,.,4.3 

Empire DIx. Scenerio Builder.22 

Legacy Realm of Terror 

...43 

Empire Deluxe Windows 

11 

Legend Kyraiidia 2 Hand Fate 40 

Eye of Beholden, 2, 3 Bundle. 

69 

Links 3B6 Pro 

49 

Eye of the Beholder 3 

3/ 

Links Course Banff Springs 

...22 









Falcon 3.0 

if) 

Links Course Pebble Beach. 

...29 

Falcon 3,0 Mig 29 

37 

Lucky's Casino 

...40 

Falcon Fighting Tiger 

31) 

Master of Orion 

...4b 

Fatty Bear’s B'day Surprise 

36 

Meadowlark Bridge Windows .59 

Fatty Bear's Fun Pack 

/4 

Metaland Lace 

34 

Flashback 

36 

Metaland Lace Upgrade 

y 

Fleet Defender F-14 Tomcat . 

hll 

Microsoft Arcade Windows.. 

34 

Flight Light 

72 

Microsoft Flight Sim 5.0 

...49 





Forgotten Castle Awakening,.50 

More Vegas Games Windows ..22 

Front Page Football Pro 

47 

Mortal Kombat 

40 

Gabriel Knight 

.,43 

New York Scenery Disk 

34 

Gary Grigsby's War in Russia 47 

NFL Coaches Club Football .. 

43 

Gateway 2 

..37 

NHL Hockey '94 

...43 

Great Naval Admiral’s Pack. 

..64 

Pacific Strike 

6(1 

Harpoon 2 

..46 

Pacific Strike Speech Pack.. 

,„99 

Harpoon2#2WESTPAC 

.,30 

Paris Scenery Disk 

...34 

Harpoon 2 Scenario Editor... 

..30 

Perfect General Bundle 

...3/ 

Heirs to the Throne 

..37 

Peter Pan Story Paint Adven..35 





Incredible Toons 

.,3? 

Police Quest 4 

...43 

IndvCar Racine 

..42 

Powerboatino Simulator IN . 

4H 

Isle of the Dead 

37 

Prince of Persia 2 

46 

Italy Scenery Disk 

..52 

Privateer 

...52 

Jeopardy Alex 

..9/ 

Privateer Mission Diski 

96 

Jeopardy Alex Windows 

..2/ 

Privateer Speech Pack 

...22 

Kasparov’s Gambit 

„3H 

Pro League Football 

...3/ 

Kid Fix .. 

..37 

Putt Putt Goes to the Moon. 

...35 

King's Quest 6 

..4/ 

Putt Putt Joins the Parade. 

...33 


Methods of Payment 

We accept Visa, MC, Discover Card & Money 
orders. Personal checks allow 14 days to 
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orders) Send money orders or checks to: 
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Overseas & Military Orders given special atlention! 


Putt Putt’s Fun Pack 25 

Quarterpole 35 

QuestGlry4Shdws Darkness43 

Railroad Tycoon Deluxe 43 

Real Weather Pilot 27 

Red Crystal 37 

Return to Zork 47 

Rules of Engagement 2 43 

Sailing SimulatorlllVGA 49 

Sam&MaxHitThe Road 37 

San Francisco Scenery Disk ...32 

Shadowcaster 45 

Siege Walls of Rome 

Sim City 2000 43 

Sim Farm 35 

Simon the Sorcerer 34 

Slater & Charlie Go Camping .32 

Solitaire's Journey 37 

Spectre VR 37 

Speed Racer Ching Racer X ....37 

SSN-21 Seawolf 45 

Star Reach 57 

Star Trek Judgement Rights...57 

Star Wars Chess 45 

Stonekeep 47 

Street Fighter II 37 

Strike Command Mission 1 22 

Strike Commander 39 

Strike Comm Speech Pack 20 

Strike Squad 40 

Strip Poker Professional 34 

Stronghold 40 

SVGA Harrier 52 

Syndicate 37 

Syndicate American Revolt 25 

T2 Arcade Game 32 

Take a Break Pinball WiMdows32 
Terminator 2029 Op Scour ....22 

Terminator Rampage 43 

The Blue and The Gray 43 

The Great War1914-18 47 

The Merchant Prince 40 

Tom Landry Football Deluxe ,,.32 

Tornado 52 

Tower 43 

Ultima VII Silver Seed 22 

Ultima VIII Pagan 52 

Ultima Vlll Speech Pack 22 

Undersea Adventure 37 

Unlimited Adventures 37 

Unnatural Selection 35 

Unnecessary Roughness 37 

V Victory 4; Gold Juno Sword 43 

Victory at Sea 45 

Victory Pak 47 

Video Jam 34 

Warlords 2 43 

Washington Scenery 34 

WC 2 & Speech Pak 27 

WC 2 Special Ops 1&2 27 

When Two Worlds War 37 

Where in Space Carmen Olx „43 
Wing Commander & Ultima 6 .39 
Wing Commander Academy „,35 
Wizardry Trilogy 2 37 


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Circle Reader Service 1190 





Computer Wargaming World 


A Wargamer’s Scouting 
Report From CES 

by Alan Emrich 


A lthough you’ll have to read our CES 
feature for the complete picture, al- 
low me to present a quick war- 
gamer’s-eye view of upcoming products 
shown at CES. In general, things look pretty 
good for wargamers for the next six months 
to a year. 

In the Things Are Often What They Sim 
department, 1 had a great time at the Origin 
booth. While I appreciate deep flight sims, I 
enjoy easier ones. Along those lines, both Pa- 
cific Strike and Wmgs of Gloiy games cover 
their respective WWII and WWl aerial com- 
bat eras with grace and narrative story lines. 
Apparently, they’ve listened to a lot of player 
feedback, and have made playability their pri- 
mary design objective. Both games add an 
enjoyable Wmg Commander to their sub- 
jects, and I quickly found myself having a 
good time with them. 

Changeling Software is still working away 
on an IBM version of their hot Macintosh 
space conquest game, Pax Imperia, although 
they were not sure if modem support would 
make it in time for the IBM release. Also 
unsure about modem support was Impres- 
sions with Ed Grabowski’s next wargame, 
tentatively titled D-Day. Based on an im- 
proved The Blue & The Gray engine, D-Day 
includes distinctions between leaders unlike 
its predecessor. Also showcased was Castle 
Conquest-, a sort of Caesar meets Castles //in 
medieval England which will support up to 
nvo human players via modem. 

I was a Spy at SSI 

SSI had a five wargame line-up to talk 
about, not all of which were available to look 
at. Norm Kroeger’s Iron /v'rrwill present tac- 
tical armored combat from WWI to the near 
future at the platoon level (200 yards per hex) 
in a computerized board game style. It will 
feature scenarios, campaigns, and design- 
your-own features in eras such as 1917/8, 
1939, 1967, etc. Their Great Naval Battles II 
voyages to the Pacific and includes carrier 
operations a la Carrier Strike. From the team 
that brought you Clash ofSteelNiW be Opera- 
tion Overlord, a D-Day to Berlin campaign 
with that same strong boardgame feel. 


Gary Grigsby is busy working on his as yet 
untitled Panzer update. Armed with 

some SSI power programming tools, Gary 
will be hot-rodding his future games, and art 
director Tom Wall will greatly enhance their 
graphic look. What really knocked my com- 
bat boots off was the announcement ol Pan- 
zer General., inspired by — 'brace )'ourselves — 
a Japanese SEGA cartridge wargame. Now, 1 


“I Came, 

I Played, 

I Conquered” 



can imagine what you’re thinking, but keep 
an open mind. I’ve actually played the game 
that inspired this highly Americanized ver- 
sion and it’s pretty addicting. Players conduct 
campaigns, such as the invasion of Poland, 
overrunning the west, etc., at the appropriate 
operational level. Panzer Gencral \vAS a famil- 
iar cozy hexgrid structure and enough tactical 
nuance to make any wargamer feel right at 
home. 1 admit to owning a lot of Japanese 
wargames, but none have I enjoyed as much 
as this one. 

At QQP, always a wargamer’s favorite stop. 


they were showing The Perfect General 2, 
which I’ve become a de facto play-tester of. 
The new unit types have been carefully cho- 
sen, and a lot of spunk has been added to the 
look and feel. Since the AI isn’t in any version 
I’ve seen yet, I can’t comment on how it’s 
coming along. Their Grandest Fleet is some- 
thing many have been hoping for — The Lost 
Admiral on steroids. They’re putting a lot 
more of both sizzle and steak in this product, 
particularly on the economic side of the 
game. While The Grandest Fleet looks like 
QQP in their glory, I was very pleasantly 
surprised to see an out-of-house design 
they’re calling The Pure Wargame (what a 
great title!). The first volume (can you say 
scries?) features airborne battles on an opera- 
tional scale. It’s a real /wrorrV^/wargame from 
QQP, with a fine graphic look and all of the 
bases covered from what I could see. Lacking 
the time to shake down the AI, I am curious 
to see if it’s up to the Lost Admiral. It’s a shame 
that it lacks modem support, as it would seem 
a natural for on-line play. 

Take That Hill! 

For the finale of my CES tour I stopped by 
the Avalon Hill booth where they were show- 
ing Kingmaker^ based on the advanced ver- 
sion of their popular board game (see Johnny 
Wilson’s preview in this issue for more de- 
tails). AH was also showing a very V for 
VzVr(7?)‘-looking operational WWII desert 
wargame called Operation Cnisader. Both 
Crusader and the upcoming Beyiond Squad 
/<?/?(/<??• arc projects Avalon Hill is working on 
with Atomic Games. Designer Keith 
Zabalaoui from Atomic and Jim Rose of The 
Hill’s computer division were eager to answer 
many tough wargamer questions, particularly 
those about their Computer Third Reich, 
which they were also showing (albeit without 
AI). 

And that’s my thumbnail scouting report. 
Don’t forget that we’re still beating the drums 
for strategy, replay, player aid and “deep 
analysis” war/strategy gaming articles. Con- 
tact me at the office, {7\A) 283-3000 x25, or 
on any on-line service if you have an idea to 
pitch, cew 


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Sneak Preview 



^ CIjronc Pp ^np 
(©tljer iSame 

The Gamer as Kingmaker in Avalon Hill’s 
War of the Roses Game 


by Johnny L. Wilson 


tAene^onc, <iMtce ^ c<z*tuot 
iHt 7o- e*ttent^zitt 

^ etet&MUiied to- tJj. 

idle- jdeoMne^ dcufA . " 

— Shakespeare, Richard III, I, i, 28-31. 



T hough Richard Ill’s opening mono- 
logue begins by implying that 
England’s long “winter of discon- 
tent,” featuring the red rose of Lancaster 
upon the throne, is finally over, the self- 
proclaimed villain announces a chilling 
series of plots and schemes designed to 
bring himself to the throne. The history of 
his machinations would be written in the 
blood of his fellow nobility. Between 1455 
and 1485, three kings (Henry VI, Edward 
V, and Richard III), one crown prince, nine 
dukes, one marquis, 13 earls and 24 barons 
lost their lives, and two royal houses, both 
the Nevilles and the Beauforts, were totally 
destroyed. 

Computer Kingmaker^ like its boardgame 
predecessor (Kingmaker), focuses on the 
actions and alignments of the nobility, 


/ . as opposed to the strategies 



ics constantly underscore this 
fact, as each noble is repre- 
sented by his appropriate 
heraldic shield, and the shields 
move about the map to show 
the location of each noble. 

Each noble has the same sized shield, 
regardless of army strength or political posi- 
tion, and is assumed to have his army with 
him. Hence, the flow of the game seems to 
emphasize the leadership of the nobles 
rather than the movements of armies and 
the numbers of casualties as in more tradi- 
tional wargames. Kingmaker (in both 
boardgame and computer forms) focuses 
upon the partisanship, power and survival 
of individual nobles such as Neville, known 
historically as “Warwick the ICingmaker.” 

As in the boardgame, garners represent 
factions to which are dealt hands of nobles, 
titles and resources, You can play 
with as few as two factions and as 
many as five. The larger the num- 
ber of factions, the smaller the 
number of resources to be distrib- 
uted within each faction. Then, it is your 
job as leader of a faction to divide the titles 
(a noble must be at least an Earl in order to 
hold an office within the kingdom and be 
able to wield more power) and resources 
(offices, ships, archers, crossbowmen, sol- 
diers, etc.) among the nobles in order to 
assemble the most formidable fighting 
forces and determine the initial starting 
positions of each noble (when there is a 


choice). It is very important to balance your 
nobility with- regard to strength,' because 
the game contains enough randomality 
from the effects of plague, weather, and a 
wide variety of summons to assure that any 
noble may end up alone and vulnerable to 
another faction at any point in the game. 
Indeed, when a noble is killed by plague or 
execution, the entire military and political 
strength of that noble is lost to the faction. 
Hence, a well-balanced faction, with its 
power divided equally between its nobles, is 
a faction that is likely to sur\'ive. 

Once the resources are distributed, your 
task is to maneuver the heraldic 
devices representing your nobles 
across the map of England. In so 
doing, you attempt to capture a 
claimant to the throne to be your 
puppet monarch and to capture rival 
claimants in order to extinguish the claims 
of the rivals by surgical decapitation. The 
player who manages to have the highest 
surviving claimant and brings enough epis- 
copal force to bear to effect a coronation 
will win the game. The clear nature of the 
victory conditions is, within itself, an 
improvement over the boardgame where 
many gamers have never actually finished a 




Pa^c 150 


Computer Coming World 




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game of Kingmaker. 

Kingmaker can be won and offers a 
suitable challenge on many levels. 

Naturally, acquiring a claimant 
and offing the rival pretenders requires the 
construction of forces large enough to 
besiege castles and defeat rival forces. As in 
history, however, you may find that you 
have worked for several turns to prepare an 
assault, only to have one of your nobles 
summoned home to quell a peasant revolt 
or to defend against a Scots raid. Worse yet, 
you may build a massive assault force and 
experience the plague on the verge of win- 
ning. Fortunately, random factors may also 
benefit you. As in the boardgame, you may 


get the equivalent of “Fresh 
Morses” and be able to move fur- 
ther by land, or draw the equiva- 
lent of “Fair Winds Assist This 
Ship” and be able to move further by sea. 
The random nature of the game causes the 
sands of history to shift as swiftly as the cir- 
cumstances faced by the feudal lords of that 
chaotic era. 

Battle is initiated whenever a 
heraldic device, representing one or 
more nobles in a faction, stops in 
the same location as another rival 
heraldic device. Battle is decided in 
one of two ways. First, you can click 
on the attack button, enabling the comput- 
er to make a quick and dirty 
calculation based on the gen- 
eral odds and to report the 
victory, defeat or inconclusive 
result immediately. This is the 
way battle was handled in the 
original boardgame. Second, 
you can choose to control the 
forces. This allows you to 
deploy all of your forces and 
to be able to set tactical objec- 
tives for each unit. This 
approach is much more satis- 
fying to the traditional 


wargamer and offers something of a minia- 
tures feel CO the battles. To be sure, these 
battle sequences could easily be described as 
limited, but attractive, versions of the com- 
bat system found in Sword of the Samurai 
from MicroProse, Electronic Arts’ 
Centurion or Impressions’ Micro- 
Miniatures series. 

Glorious Summer? 

Computer Kingmaker plays so 
smoothly, once you get used to a 
few clumsy conventions (I had to 
force myself to remember to distrib- 
ute titles and resources before moving my 
nobles and prematurely ending my turn 
when the nobles were out of movement 
points), that it feels like playing the 
boardgame with human opponents. Some 
of the artificial opponents (particularly the 
yellow, gray and purple factions) play with 
ruthlessness and abandon, rushing to seize 
and kill anyone or anything in their path. 
Others (particularly the blue and orange 
factions) tend to wait patiently and move 
seldom until opportunistic circumstances 
arise. Unfortunately, there is no provision 
in the European version or the American 
beta version used for this sneak preview for 
multiple human playets, whether by e-mail, 





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HAVE YOU EVER WONDERED 
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SIMULATIONS CANADA.P.O. Box 452, Bridgewater, NS, Canada, B4V 2X6. 


Circle Reader Service ^40 


Circle Reader Service #7 7 7 


Page 152 


Computer Caiiii/ig World 





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modem, or “hoc seating” one computer. 
This is a loss, because Computer Kingmaker 
plays faster chan any game I’ve played of 
the boardgame and would make a wonder- 
ful referee/utility for multiple human play- 
ers. Nonetheless, it is a very playable soli- 
taire game until you learn the styles of the 
opponents and make mental notes like “Do 
unto Yellow before Yellow doeth 
unto you.” Fortunately, there may 
be a mechanism for mixing up the 
AI in the final version, though this 
is not definite. 

Computer Kingmaker plays so much like 
the boardgame that non-boardgamers may 
become impatient with the speed with 
which the artificial opponents make their 


moves. Because the emphasis 
of the game is upon the move- 
ments of nobles, each step of 
each noble is animated on the 
screen as the noble’s heraldic 
device moves from location to 
location. This animated 
movement provides important 
visual cues to the experienced 
boardgamer, letting the gamer 
know about the artificial 
opponent’s vulnerability 
or, as several nobles 
begin to zero in on a 
certain locale, strategic objectives. 

Those who dislike boardgames may 
feel chat this sacrifices the computer’s 
strength of providing limited intelligence 
and may feel disappointed by this design 
choice. 

Finally, many computer gamers will feel 
that the conceit of having the 
heraldic markers, taken literally 
from the boardgame, move across 
an analog to the actual game board 
is inadequate compared to the com- 
puter’s capability of providing digitized 
video, detailed animation and CD-quality 
audio. Some will discount the limited ani- 
mation available in the beheading 


sequences where nobles meet their end, the 
storm sequences celling ships to move 
directly to port, and the plague sequences 
where monks march from door to door 
announcing death. Some may counter chat 
the battle sequences are nice, but purists 
may wonder if this is enough to justify the 
purchase of a computer game. Those of us 
who still play boardgames will answer to 
the affirmative. Others will wonder at our 
patience. 

Capers Nimbly? 

Computer Kingmaker may signal 
the emergence of the type of com- 
puter wargame that many of us 
have always wanted to see out of Avalon 
Hill. It does not challenge the state-of-the- 
art in terms of computer graphics, nor does 
it up the ante with expensive video footage. 
It merely replicates its colorful and distin- 
guished predecessor. While the game does 
not provide unbeatable AI at every level, it 
still offers plenty of options for letting 
gamers discover their own level of com- 
fort/competition. Indeed, its greatest virtue 
is the gamer’s reward in that playing 
Computer Kingmaker is like — playing 
Kingmaker. Warwick would be proud, cgw 




lEMpmioN w me hail 

a' 4' \ptt\ 

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^BNAL PUSUSHHO LKUP 


J im DcGocy, President of Arsenal Pub- 
lishing, Inc., is a well-known wargamer 
and author. He is best known for his 
Harlwon liattlebooky and will soon re- 
lease a similar guide for V for Victory. Utah 
Beach (co-authored with Ed Rains), as well as 
Weapons Free, a battlebook on contemporary 
naval simulations. Though he and his com- 
pany have emphasized publications, they are 
now prepared to enter the software realm, 
and may well cause a stirring in the wargam- 
ing world. 

Arsenal’s philosophy may best be summed 
up as “serious wargames and serious enter- 
tainment.” TncOps, the debut product for 
Arsenal and designer Major L. Holdridge, is 
a serious simulation ofcontemporary military 
Wc-tical o/»-cration.s — serious enough, in fact, 
that an earlier version of the game was used 
informally by the U.S. Marine Corps for 
training purposes. Based upon what I’ve seen, 
it appears to be both an excellent training tool 
and an excellent game system. 

In TacOps, the units are portrayed at the 
.squad/platoon level, with .scenarios ranging 
upwards to regimental size. You may play 
either U.S. or OPEOR (opposing forces) in a 
two player game (face-to-face, ITmail or net- 
work), or U.S. forces against the computer 
OPEOR. In the late 70s and early 80s, one 
could not call an enemy force “Soviet;” in- 
stead, OPEOR was the required designation. 
I still have manuals detailing the political 
history of OPEOR as well as insignia patches 
for that totalitarian nation. By the mid-80s, 
the artificiality was dropped, and it is some- 
what humorous to see the term OPEOR 
come back into vogue. Of course, now the 
Soviets are no longer available as a threat, and 
therefore, OPEOR fills the requisite need. 
(Iraq attempted to supplant this void, but was 
quickly determined to be too marginal.) 

I'acOps is envisioned as a dynamic design, 
with revisions due to be published every 12- 


18 months. The enhancements will allow 
previous scenarios to be saved, but will tweak 
the model to the state-of-the-art. 'I'acOps 2 



may be superimposed on the map, with grid 
coordinates representing the actual UTM 
military mode (in Version 2.0). 

Line of sight can be checked by 


(with a 1995 release date) will add fully dig- 
itized 1:50,000 DMA maps and a modem 
option, and will allow you to play cither side 
in a solitaire contest. Ehe modem option will 
feature a background communications pro- 
gram for real-time based operations. 

The initial release will offer 2^ .scenarios of 
U.S. forces (either Army or Marine Corps) 
against OPEOR. But since you can vary the 
weapons systems (e.g., adjust from Ml 
Abrams to M60A3s, from T-80s to T-72s), 
in effect there will be roughly 10 variants for 
each scenario for a total of around 
240 scenarios. 

The game is turn-based, with each 
turn consisting of four 1 5-sccond 
phases. Up to five minutes of turns 
may be pre-loaded. Artillery and air 
support are available, with the for- 
mer requiring registration and ad- 
justment for fires. Of course, 
adjusting artillery fires and tactical 
air support comes with a built-in 
delay, and you can often end up 
destroying vegetation instead of the 
enemy. A 1000-meter grid square 


abilities of kill) are detailed. In fact, 
normal Pk tables show percentage of 
kill ratios delineated in ranges (from 
0-500 meters, from 500 meters to 
1500, etc.). uses information 

from the designer which stretches out 
the Pk. In effect, if a 50% Pk were 
normally noted for ranges from 1 500- 
2000 meters, the program will have a 
higher Pk for 1 500 meters, and it will 
gradually decrease as it reaches the 
end of the range. 

'Ehe map itself is functional, al- 
though there is only one differential in eleva- 
tion due to memory requirements. This will 
be adjusted in Version 2.0, which will also 
add a scenario editor. Note that the enemy AI 
is hard-coded, so any scenario designs by the 
u.ser will be two-piaycr mode only. 

TacOps }.0vj\\\ emphasize hasty attack and 
defense operations. Although some prepared 
positions may be available, the emphasis is on 
a “come-a.s-you-are” battle. With the entire 
.scenario covering only one to two hours of 



Puf’c 156 


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Circle Reader Service #105 




real-time, battlefield supply is not a 
critical issue. Units may be resup- 
plied, and it occurs automatically. 1 
initially questioned this, but with the 
short duration of the scenarios, it can 
be assumed that the supplies have 
been prepositioned in preparation for 
the attaclc/dcfense. Units will be in 
either exposed or defilade (default) 
mode. You can play with all units 
visible or with “combat conditions,” 
which would take terrain and smoke 
screens into consideration. 

In a demonstration at the Arsenal 
offices, I watched a Soviet reinforced 
battalion attempt to penetrate a Marine de- 
fensive line (victory conditions were simple — 
the OPFOR had to exit 40 percent of its 
forces), and its southern forces were virtually 
decimated by minefields and tactical air sup- 
port. llie northern enemy forces deployed in 
line and attempted to break through a thinly- 
held Marine line, while the southern clement 
was only beginning to regroup after its bout 
with the minefields and air opposition. Wliat 
the OPFOR (FiA not realize was that this was 
only the first of a string of blocking positions. 
After an hour of play, OAAOf? casual ties were 
almost 40 percent of engaged forces, while 
the U.S. Ma- 
rines had in- 
curred only a 10 
percent loss. 

Nevertheless, 
the OPAO/e still 
had nor even 
brought its sec- 
ond echelon 
battalion onto 
the map, and if 
the first echelon 
had spotted 
most of the Ma- 
rine positions, it 
would be difficult for the Marines to sustain 
their defensive in the face of overwhelming 
numbers. What looked like a clear-cut victory 
in mid-game could easily develop into an 
indecisive battle at the conclusion of the sce- 
nario. 

You can choose when to fire, and adjust 
your units accordingly. Just because a weapon 
can fire out to 3000 meters does not mean it 
is an effective killer at that range. Thus, you 
may choose to hold fire until the enemy 
enters the “killing fields” of an ambush. 
Somewhat akin to Harpoon, the program will 
allow the irser to view the weapons platforms 
and determine optimum uses. 

Like V for Victory, you can use the mouse 
for virtually all operations. User input is in- 


tuitive. and you can spend most of your time 
fighting the battle, and not fighting the sys- 
tem. While most of the Marine data is cur- 
rently encoded, the Army data is being 
constructed as of this writing. MAJ 
Holdridge’s military background is evident 
when the computer acknowledges user input 
with “Aye aye, sir!” Hopefully for us grunts, 
the response will be modified to a simple 
“Yes, sir!” Nonetheless, even with my look at 
a work-in-process, I was impressed. Yes, the 
two levels of elevation prevent the product 
from simulating varied terrain features, but 
TncOpsh a dynamic development tool which 
bodes well for tactical wargamers. 

Current memory 
requirements man- 
date 2 MB, with 4 
MB recommended 
(bur 8 MB for opti- 
mization) for the 
next edition. You 
can play with less 
memory, but the 
map (which maybe 
as large as 10 x 25 
km) will require 
disk access and re- 
loading into mem- 
ory. 

Later anticipated releases will include Korea 
(historical and modern, a la Larry Bond’s Red 
Phoenix}, Arab-Israeli (historical and hypo- 
thetical) and also World War II. TacOps is a 
generational descendant of Mecb Brigade, and 
its proposed incarnations will likely replace 
Kampfgnippem the hearts and minds ofgrog- 
nards everywhere. 

I'acOpsWxW have a suggested retail price of 
$79.95, although it may be ordered direct by 
mail or phone for $49.95, and a user return- 
ing the registration card will receive an addi- 
tional 12 scenarios for five dollars (only 
available through direct order). For more in- 
formation contact Arsenal Publishing at 
(703) 742-3801. cgw 



Also From Arsenal... 

TacOps is not the only wargame in Arse- 
nal’s arsenal. E. T. 0., or European Theater 
of Operations, is currently in the worlcs. 
Based on a preliminary look, it appears to 
be a cross' between Crusade in Europe and 
the Vfor Victory s,cnQS in terms of coverage 
and game play. Designed by Ed Rains (for- 
merly of Atomic Games), the simulation 
covers the period 1 June ] 944 - 1 5 Septem- 
ber 1944, with the strategic map covering 
an area from Britain through France, Bel- 
gium, Holland and western Germany (to 
the Rliine). 

Individual scenarios will include D-Day, 
Operation Cobra (the breakout from the 
Normandy beachheads). Operation Mar- 
ket-Garden (a.k.a. Monty’s Airborne Fol- 
lies), Anvil-Dragoon (the invasion of 
southern France) and the campaign. Also 
in development is a scenario involving a 
hypothetical invasion of France in 1943 
(historically proposed as Operation Bo- 
lero, but never executed). Each game be- 
gins with a strategic turn, whereby the 
Allies can choose where to invade. 

In terms of completion, the American 
and German units have been completed, 
and the de.signer is currently working on 
the British and Canadian forces (as of Janu- 
ary 8, 1994). The scale is ten miles per hex 
with each turn representing three days. 
The map itself is composed of an area 
comprising 67 x 93 hex squares. 

Units portrayed are divisions, with three 
zoom levels breaking down to regiments 
and separate battalions. Generally, stack- 
ing is allowed with up to three divisions per 
hex. With over 300 units per side, histori- 
cally accurate orders of battle and game 
play, E.T.O. appears to be a product that 
should receive an enthusiastic welcome. 

The program will be released in SVGA 
mode only; in addition, user friendliness 
has been emphasized so that the entire 
simulation is playable without keyboard 
input. While the appearance of menus and 
input is similar to Vfor Victory, the map is 
larger since the menus are free-floating and 
visible only when accessed. Overall, E.T.O. 
looks to be a potential success for the fledg- 
ling company. 

The designer hopes to follow up this 
release with Blitzkrieg in the West, the 1940 
Invasion of France. It will use a similar 
system (and virtually the same map), but 
will recreate the strategic options available 
to the Allies and Axis in the earlier time 
period, cgw 


Page 158 


Computer Gaming Worltl 




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Review 


BOMBS AWAY! 




Air War In An Evening With WW2Air Force Commander 


by Bob Proctor 


A il' Force Commander is a solitaire 
strateg)' game covering the air war in 
World War 2. It’s based on an inter- 
esting idea — to separate the air war from 
other aspects and boil the decisions down to 
the basics. Should 1 bomb militar)' or civilian 
targets? If I choose military targets, should I 
bomb airfields or tiy to take out radar instal- 
lations first? Since 1 don’t have enough fuel 
to put all my planes in the air, how much 
should I allocate for fighters and how much 
for bombers? 



THIS SCENRRlIO IS THE FAMOUS BATTLE 
WHERE THE AVIATORS OF THE RAF, 

AGAINST THE LUFTWAFFE. THIS WAS THE FIRST TIME 
IN HISTORV THAT THE FATE OF A NATION DEPENDED ON 
THE RESULT OF AN AIR WAR, 


By and large, the game works, d'here is a 
winning strategy that you first must discover, 
and then you must implement that strategy 
in a variety of increasingly difficult situations. 
In some, you may be badly outnumbered; iii 
others, resources may be very limited or the 
population may not support the war effort. 
W\V2 Air Force Commander (AFC) includes 
14 scenarios that are rated for complexity, 
from a “one” for Germany vs. the RAF in 
Norway to a “nine” for the entire air war in 
Europe. Your only option is to play against 
the computer, but you can play either side in 
any ofthe scenarios, giving you 28 choices in 
all. Each side is also rated for difficulty, from 
a “two” for playing Germany against the out- 


matched Poles, to a most dilficult “nine” for 
those brave enough to fly the ICM' in the full 
Btiule of Britain scenario. 

In spite of the number of .scenarios, AFCxs 
a small game. It is the first in a long time that 
did }tot require that I remove something else 
from my hard disk. Those of you still using 
286 .systems, take note — here’s one you can 
actually play! Graphics are 256-coIor VGA, 
and while sound is supported on the PC 
speaker, you may also use your AdLib or 
Sound Blaster card. "I’hc 
map, which fills most of 
the .screen, is simple: land 
areas are black and oceans 
are dark blue, Airfields 
show up as white dots, 
militaiy targets as orange 
dots, and civilian targets as 
blue dots. At first, this 
.seems rather simplistic, but 
once you start playing and 
get a couple of dozen 
squadrons in the air, you 
realize that spotting enemy 
air activity quickly is a key 
to the game. Squadrons ap- 
pear on the map as col- 
umns: the bottom of the column represents 
the actual location, and the height of the 
column represents the altitude. Color coding 
indicates friend or foe and, for 
friendlies only, what type of air- 
craft. All of this works well 
enotigh, my only criticism be- 
ing that a lot ofspace is devoted 
to showing you the altitude, 
when the altitude doesn’t seem 
veiy important. You can’t con- 
trol it, other than to send your 
bombers in at (high) “altitude” 
or “ground level.” 1 would 
much rather see graphics that 


reflect the efficiency of my .squadrons and 
bases — a much more critical factor. 

The interface uses the mouse heavily. Basi- 
cally, you click on something with the left 
button to zoom in or get more information, 
and click with the right button to zoom out. 
To give orders to a squadron, you first select 
the base it is assigned to, pull up a list of 
squadrons, and use the left button to select 
one. Once you’re at the .squadron order 
screen, there are next and previous buttons to 
cycle through all the squadrons. It’s easy to 
get confused here tliough, because when you 
cycle to a squadron there is no indication of 
which base it is at! If the name of the assigned 
base were shown, this would be a more useful 


Don’t Believe Everything You Read 

The front ofthe box for /lACsays “Reach 
for the Sky with this Epic World War 2 Air 
Warfare Simulation” in big red letters. Simi- 
lar blandishments appear on the back. Let’s 
clear the air immediately — this is just market- 
ing flak! “Simulation,” as perceived by game 
players, implies that the game is one ofthe 
most realistic available on the subject. Real- 
ism is tricky — our opinion of it is subjective, 
varies from subject to subject, is different for 
board games and computer games, and 
This WW2 version of 


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/4FCshouJd not be called asimulaiion, at least 
not by today’s standards. 

Why not? Well, first off, there are no 
weailier rules, and the game plays 24 liours 
around the clock with no day/night consid- 
erations. The time scale is all wrong, with the 
game’s scenarios running a few hours to two 
or three days of game time, but the campaigns 
represented took weeks or even years. Fur- 
thermore, a squadron in the air is represented 
by a single airplane and therefore can only 
lose a maximum of one plane per mission. 
This devalues pilot and airframe superiority 
and even numerical superiority. No “Great 
Marinas Turkey Shoots” (where hundreds of 
planes are lost in a day) are possible. Airbases 
can be totally destroyed, at which point they 
disappear from the map and can never be 
brought back. I am not aware of a single 
precedent for this. And finally, all coun- 
tries — even Poland in 1939 — have radar in- 
stallations! 

The nail in the coffin of AFCs claim to 
simulation-hood is that the underlying prem- 
ise of the game is invalid. The manual states 
that prolonged bombing of civilian targets 
will make the population of the enemy coun- 
try so unhappy that they will overthrow the 
government and sue for peace. You ain’t 
actually target cities in AFC. Instead, you 
bomb power plants, water treatment plants, 
hospitals, and other “amenities.” If the Battle 


lacy of this theory of “terror 
bombing.” If anything, 
support for the war in- 
creases when the popula- 
tion is being bombed. It is 
possible that the designers 
of AFC intended that we 
discover that targeting ci- 
vilians is a bad strategy and 
included the possibility as 
part of the “simulation.” If 
so, then what the game at- 
tempts to simulate is more 
the militaiy mindset of the 
pre-WW2 years and not 
the military reality of the war. 


Pitfalls To Avoid 


In spite of its failure as a simulation, AFC\s 
a good game, though it does have some rather 
strange features. For one, it won’t pau.se to let 
you give orders to squadrons. Maybe a better 
way to say this is that the game “unpauscs” 
automatically as soon as you give an order. 
This becomes important 
immediately, because every 
squadron in every scenario 
starts in mothballs. As soon 
as you give the first activa- 
tion order, enemy planes 
ri.se from their bases and 
head your way. You’d bet- 
ter get some kind of CAP 
in the air right away or 
bombs will be falling on 
you before you can activate 
all your squadrons. Maybe 
this is what happened to 
MacArthur in the Philip- 
pines? It sure would be nice to be able to 
activate more than one at a time. 

The enemy will strike first if you forget to 
slow down the clock. The game clock has five 
speeds and, for some reason, the default is 
speed four, which is called “normal” but is far 
too fast for the beginning of any scenario. Be 
sure to slow it down to speed one until you 
have all of your squadrons 
activated and missions a.s- 
signed. If you are playing a 
defensive .scenario, like the 
RAF defending Britain, 
you may want to keep it 
slow so that you can scroll 
the map looking for in- 
coming strikes and vector 
out interceptors in time to 
meet them before they 
reach their targets. 

'Fhc computer does not 
do much to help you in 


your efforts. It am launch squadrons con- 
tinuously on the same mission, which is the 
normal thing to do with bombers. Be sure to 
check their efficiency from time to rime, as 
the computer will not rest them. Neither will 
the computer warn you when a target is our 
of range. Instead, it launches the mission, lets 
it fly to the limit of its effective range, and 
then aborts the mission. You don’t lose the 
airplane (gee, thanks), but it is unavailable for 
the entire time of the flight. If any of Gocr- 
ing’s staff had been this dumb, they would 
have been shot! 

Lastly, there’s no way to turn the sound 
effects off. This is a serious omission for two 
reasons. First, the sounds are not very good. 
They consist mostly of explosion sounds 
which play every time there’s a bomb run or 
air-to-air combat. Second, the mouse goes 
dead whenever the sounds play, which is 
really irritating when things get hot. I finally 
unplugged my speakers to save my sanity, but 
that still didn’t keep the mouse from going 
dead frequently. 


Interestingly, there is no “Quit” command. 
The only way to stop playing is to reboot — 
unless of course, you arc running under Win- 
dows or some memory manager that will let 
you kill the program. I am happy to report 
that y^ACruns nicely under Windows. Since 
it is a DOS program, you must create a PIF 
file for it. As there arc no instructions on how 
to make AFC Windows-compatible, Im- 
pressions might want to consider making a 
PIP file available on the boards. 

AFCh an interesting and playable game. As 
long as you don’t believe what you read on 
the box and expect a state-of-the-art simula- 
tion, you won’t be di.sappointed. I place it in 
the same category as Empire, as they are both 
solitaire .strategy games based loo.sely on mili- 
tary conquest. It challenges you to find a 
winning strategy and then offers multiple 
levels of complexity to let you perfect that 
strategy. If you are using a “low end” system, 
this may be one of the better wargames you 
can .still run. cew 


Pa^e 162 


C()ni[?iiler World 





Review 



I n 1992, Empire released C.ampaigti, a 
game which met with somewhat less than 
a roar of approval. For an encore, gamers 
arc now treated to Campai^i 11, a game cov- 
ering the major wars since 1945: Korea 
(1950), Six Day War (1967), Yom Kippiir 
(1973), Vietnam (1962), Iran/Iraq (1980), 
and Kuwait (1991), together with a aimpaign 
map editor for design-your-own scenarios. 
With the additional technology of modern 
warfare, the simulation adds 
helicopter/gunship support 
and battlefield missile systems 
(rockets/guided mis- 

siles/ FOWs) in the appropri- 
ate time frames. 

Fourteen training maps layer 
on complexity ranging from 
battalion (fairly simple) to 
corps level exercises (more dif- 
ficult, with the added bonus of 
minefields ). Operational ma- 
neuver zooms down to tactical 
level on separate maps, and 
you can choose to fight out 
particular engagements from the individual 
tactical vehicle viewpoint, or simply allow the 
computer to handle such details automat- 
iailly and command horn the top. 

Strategy + Tactics = Confusion 

riie documentation consists of three manu- 
als: a User Guide, an Equipment Fact Finder 
and the Images of Conflict. The Equipment 
Fact Finder is a detailed resource guide on 
approximately 150 pieces of military equip- 
ment, and is used for the copy protection. 
The last document is simply a 28-page black- 
and-white picture booklet (with perforated 
pages, suitable for framing?). Mowever, al- 
though the photographs cover the latter half' 
of the 20th century, they arc unlabcllcd. 


static, and have nothing to do with the simu- 
lation. 

The User Guide is the true tale of documen- 
tation, and a sorry rale at that. Aside from 
omitting certain basic functions (such as how 
to quit the program — experimentation re- 
vealed that the standard “Ctrl-Q” does work), 
it delineates the program options in meager 
detail. Actual understanding of program me- 
chanics is definitely an on-the-job task. 


The narrative describing the distinction be- 
tween strategy and tactics is muddled. “Strat- 
egy is the art of controlling multiple forces 
(groups or units). Tactics is the art of control- 
ling individual vehicles.” The former defini- 
tion is clearly wrong, and seems to apply more 
to operational warfare. Blitzkricg 'ia described 
as “the most lamous strategy of 
recent times,” when it is really a 
form of operational maneuver. 

Similarly, modern US Army 
“strategy” (AirUmd Battle 
2000) is actually de,scribed in 
FM 101-5 (entitled “Opera- 
tions”). The high esprit de corps 
of the Israelis is attributed to the 
fact that “they have always been 
the victors in any battles with 
their Arab neighbors,” while 


much ol their martial prowe.ss may be actually 
attributed to their knowledge (hat, due to the 
geography of their nation, they can’t afford to 
lose a single battle. 

I’he historical .scenarios arc diallenging, but 
often wrong. Korea (1950) postulates an 
American force pinned in the southern ex- 
tremity of the peninsula. While the Pu.san 
Perimeter was a historical fact, the scenario 
only sliows “Bulldog” Walker’s Faghth Army: 
completely absent is the amphibious invasion 
of Inchon by Douglas MacArthur and the 
'fenth Army. Similarly, Vietnam (1962) po.s- 
tulates an Americm Army (west) and a RVN 
(Republic of Vietnam) Army (east) facing two 
NVA (North Vietnam) Armies. In 1962, 
American forces were less than 1500 “advis- 
ers”: the war was in a guerrilla phase, and both 
(he Americans and the NVA did not commit 
combat troops in cohesive formations until 
1965. When U.S. combat troops were com- 
mitted, they did not a.s.sumc responsibility for 
the western sector; instead, the country was 
divided up into corps AOs (areas of opera- 
tion). Also, the counse of the Vietnam War 
was not determined by traditional military 
prowess as much as it was by p.sychologiail 
factors. I-lcnce, a scenario of military supe- 
riority yields flawed and incorrect answers. 

Discussions with the designer revealed that 
the scenarios were based on guesstimates. He 
siniply could not find valid orders 
of battle for Korea, the Arab-ls- 


riTlt: C.imp.iigti II 

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(.101)215-9707 



Campaign 11 


I'^AHPAIGiV 

li 


lenapirel 


March 1994 


Pa^e I6.i 







raeli Wars or Vietnam. Quite 
CO the contrary, such informa- 
tion is readily available, and 
the “rush to publish” before 
the Christmas buying scene 
cannot be seen as justification 
for such an ahistoricai back- 
ground. 

Finally, the documentation 
look-up scheme is flawed. 

When it asks for the range of 
the British "5-inch,” there is 
no such data in the “Fact 
Finder.” Similarly, it will ask 
for the range of a vehicle — not specifying 
whether it wants weapons range or opera- 
tional (traveling) range (the latter range is the 
correct answer). 

If the program lives down to the standard 
of the documentation, we have a major prob- 
lem. 

Sounds Great, But Why 
Is The Enemy So Stiff? 

The graphics are marginal. Map scrolling 
reveals an annoying flicker, as do the intro- 
ductory screens. Upon booting up, several 
combat scenes are shown; the plane/cank is 
clearly imposed on a static background, and 
the foreground vehicle flickers uncon- 


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trollably, more aldn to a silent film than a 
contemporary piece of software. 

The scenario maps are easy to understand, 
but graphically mediocre. When battle is 
joined, the operational battlefield is reminis- 
cent of SSI’s Combat Leader (1984). What 
was accepted in 1984 is not even marginal 
today. 

In zooming down to the individual vehicle 
screen, the tanlcs, vehicles and infantry are 
somewhat chunky, although they are clearly 
recognizable. However, the vehicles are fast, 
much faster than they should be, and it makes 
target acquisition and firing more of a chore 
than a game. The designer simply chose to 
make off-road speed equivalen t to 50% of the 
road speed, a choice easily proven incorrect 
by most data sources. 

Son, If I Ever Get This Joystick 
Loaded, You’re A Goner 

Although the joystick is noted as being 
available, it simply did not work. There was 
no joystick calibration routine, no joystick 
recognition, period (although the designer 
ha.s a.ssured me that the joystick routine does 
in fact work on the Amiga). Mouse and key- 
board inputs arc used and present no problem 
in the scenario map, but arc inappropriate for 
fighting battles. 

While battles may be fought automatically, 
you can drop into individual vehicles and take 
the details into your own hands. Each vehicle 


“left track forward.” No template has been 
provided, although you can remap the key- 
board to personal taste. As a result, moving is 
clumsy, awkward and tiresome. Given that 
the other vehicles are moving too fast for 
reality, you can only get off an occasional shot 
before bailing out into a new vehicle. 

It’s Two, Two, 

Two Games In One! 

Is Campaign II a simulation or an arcade 
game? It’s both, and neither — it’s a schizo- 
phrenic game that fails at all levels. At the 
tactical level, the user interface is awlcward, 
and what does the tactical level portray? Only 
1 6 vehicles are allowed per side at any given 
time. Thus, vehicles only reinforce as losses 
occur. What this amounts to is a total nega- 
tion of the military principle of concentra- 
tion. The key to military success is to bring 
overwhelming firepower to bear on a hope- 
fully isolated enemy force. Here, the player 
engages in a tactical mishmash that yields 
little of the reality. 

Merely driving around the battlefield can 
be a difficult task. Why a proportionate re- 
duction in force could not have been imple- 
mented is unanswered. For instance, a 
division encountering a battalion could well 
have its 16 vehicles face only four enemy 
vehicles, thereby yielding a better semblance 
of massed and concentrated firepower. Des- 
tination orders seem to be reinterpreted by 
the computer, and even more disconcerting 
is the automatic realignment of the main 
turret gun. After shifting the turret to engage 
an enemy to the flank, you can fire off a single 
shot before the turret automatically returns to 
the front. When this occurs, the player loses 
valuable time in regaining target acquisition, 
while the enemy forces clo.se and engage. The 
designer once again maintains that this prob- 
lem is not present in the Amiga\ZTs\ox\. 

Units may adopt different formations (dis- 
persed square, close order, diamond, line 
astern, etc.). However, it is virtually impos.si- 
ble to determine the effect that such forma- 
tions have on actual combat 
operations in the game other 
than in the tactical setup. In a 
nod to reality, night-fighting is 
an option in more recent con- 
flicts. However, one cannot 
keep the troops on the run 
continuously. A unit using 
night movement will be forced 
to rest up for 16 hours before 
moving again. This is both 
sense and nonsense. Military 
writings arc filled with articles 
delineating the impact of sleep 



Page 164 


Computer Gaining World 



liSf Strategy Hama Sarle^ Made. Period. 


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Simple point and clicfe interface to an 
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crop increase nodfication for faster tiums 
Quick siege 

Dispatch/Gadicf troops to or from castle 
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Jtaimediate/Del^ed catapult construction 
ppdon 

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deprivation on troops; they simply cannot go 
without sleep. Still, in a hot action, a loss of 
effectiveness may have to be accepted in order 
to achieve mission success. When I rolled into 
Kuwait City in February 1991, I had been 
without sleep for nearly 60 hours. Would it 
have made sense for me to call my higher 
command and tell them that I would begin 
in 16 hours, after I had caught up on my 
sleep? 1 questioned the designer as to this 
aspect and suggested chat a lo.ss of efficiency 
would have been a better design decision, and 
he concurred. 

Minefields can provide a major impact to 
battlefield success, and Canipnign //is one of 
few simulations that attempt to portray the 
channelization of forces that minefields can 
create. Actually, military forces traditionally 
have underemphasized the employment of 
mines. Noted author and wargame designer 
Jim Dunnigan has attributed this to tlie fact 
that minefields are inexpensive, and not run 
by troops. Hence, no one wants to decorate a 
minefield for valor or military success. At any 
rate, minefields have a major impact on the 
modern battlefield, and it is a refreshing 
change to sec them employed. 

The actual campaign scenarios are flawed 
historically. The lc,ssons they reach arc simply 
wrong, wrong, wrong. However, the ti'aining 


maps do provide an interesting and some- 
times valuable lesson in managing militarj' 
elements from battalion through corps level. 
I'he tactical engagement on a manual play 
level is too much of an arcade shoot-em-up, 
but you can complete such battles in a com- 
puter-automatic mode. While the computer 
often fights less than optimally (in Operation 
Desert Storm, both sides ran out of ammuni- 
tion with little damage to either side), as a 
commander, is it really your role to get into a 
single tank and engage the enemy? In reality, 
a commander who would be forced to em- 
ploy a direct fire weapons system would be 
one whose tactical position could best be 
described as “deep lihnchce.” Finally, troop 


levels of efficiency are the 
same; there are no elite troops 
or any distinction whatsoever. 
Hence, the Iraqis of Desert 
Storm will be of the same cali- 
ber as their Coalition oppo- 
nents rather than conscripts. 

Yet, the tactical engagement 
can be fun. Destroying trees, 
homes and the occasional en- 
emy vehicle can be a satisfying 
diversion, but it has no rela- 
tion to combat operations, and 
therein lies the largest defect of 
this product. As additional proof, engage- 
ment ranges arc limited to around 300-500 
meters. Why? Perhaps becairse contemporary 
engagement ranges of up to 3200 meters and 
beyond would have a target the size of a pixel, 
and hence “not gameable.” Playability can 
affect reality, but in matters of this magni- 
tude, the discrepancy is simply too strained, 
Campaign II, although virtually bug-free, 
has flaws that prevent it from being an inter- 
esting wargame, and its arcade/simulation as- 
pects are simply cumbersome. The program 
has aspects of Pamot (military organizational 
structure) and U.M.S. (campaign editor), and 
a game is known by the company it keeps.... 

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Replay 



What If Napoleon Was 
Himself At Ligny? 

A Replay Of Ligny From Bottles of Napoleon 

by Terry Lee Colentnn 


R eleased in 1988, Battles of Napoleon 
was ahead of its time in many ways, 
Most wargames at that time were ge- 
neric, with the same system often being used 
to cover everything from ancient battles to 
WWIl conflicts. Designers Chuck Kroegel 
and David Landrey actually played board 
wargames, which gave them a bit of an edge 
over many of their compatriots. Under- 
standing what kind ofdetail gamers required, 
they set out to include it in a playable formal. 

Most wargamers will agree chat they did 
quite well. The clean game system manages 
to showcase the differences between column, 
line, open and square formations. Cavalry 
charges and countercharges arc implemented 
well, and are one of the most exciting parts of 
the game. Skirmishers are used properly, giv- 
ing the game at times almost a miniatures feel. 
Add the excellent command control rules, 
and you have a simulation which far out- 
shines any Napoleonic game released since. 
With designer David Landrey continuing to 
crank out scenarios, the rumors persist that 
the game may be re-released — something 
both CGW and the game’s many fans would 
very much like to see. With that in mind, we 
thought we’d take a look back at the game in 
a replay and calk to David Landrey about his 
continuing series of scenario disks and the 
future prospects for Battles ofNapoleoti. 

Ligny Rediix 

The small village of Ligny is quiet, like 
many others in 19ch-ccntury Belgium. Its 
sole strategic importance is that it conven- 
iently lies between Prance and Brussels. On a 
small hillock overlooking the town, a horse 
stirs restlessly, sensing its rider’s excitement. 
After quieting his steed, Napoleon looks out 
over the field of battle and says very softly, 
“Today, Blucher, old friend, you will not 
escape me. Ligny will be the beginning of a 
new era for the people of Prance.” 

Par from looking to escape, Blucher was 
preparing to tneet his enetny head-on. The 
Prussian camp was filled with the smell of 



N.ipoleon surrounch the dctbncleis of S(. Anwnd. 


freshly polished boot-leather, bedrolls im- 
maculately folded in that manner only mem- 
bers of the Prussian military could achieve. 
Blucher looked at his aides and asked, “Piriii, 
good ground, is it not? 'Phe Prench dogs will 
break their backs on our strong position!” 

The Ligny scenario of SSI’s Battles ofNnpo- 
leo)i provides a good look at a classic Napole- 
onic sec-piece battle, which helped to decide 
the face of Europe. The battle begins with the 
Prench having strategically outmanuvered 
the Prussians. Napoleon plans to crush them 
before they and the British can combine to 
defeat him, as ultimately happened at Water- 
loo. The terrain is somewhat beneficial to the 
Prussians, but they must be careful of the 
Prench firepower. 

A Whiff of Grapeshot 

Napoleon’s assault is well-timed, with St. 
Amand and half of Ligny falling almost im- 
mediately. The Prussians counterattack, and 
although unsuccessful, they arc unconcerned 
about the number of casualties. Blucher be- 
lieves that a war of attrition is the sure way to 
beat the French. Grouchy disabuses Blucher 
of chat notion by overrunning two of the 
Prussian’s best artillery batteries, as Ligny is 
secured. 


Blucher still holds the all-important bridges 
around Ligny, and while shaken, is confident 
that the French are running out of steam. 
Repositioning his remaining artillery on the 
heighrs overlooking Ligny, the old Prussian 
prepares to bombard Grouchy’s forces, which 
are now pinned down in the small town. 
Grouchy frantically brings up more infantry', 
but stops short of attacking Blucher’s strong 
position. Napoleon sends cavalr)' under Exel- 
man far around the Prussian left. 

Grouchy is unhappy about the use of his 
cavalry so far out on the flank. Still, he realizes 
that cavalry charges are useless in the bogged- 
down center, and the Emperor is in no mood 
for arguments in any case, d'he Prussian 21st 
Line attempts to sneak through the woods 
and counterattack at Ligny, but Prench forces 
discover and repel them easily. Blucher learns 
from this setback, screening his thrusts on the 
Prench left with light cavalry. 



The Hrussians frantically deploy artillery to slap 
the French attack. 


The Prussian infantry is taking a pounding, 
but fresh units keep arriving. Blucher rails at 
his staff for the haphazard way in which the 
units were deployed, conveniently forgetting 
that he issued the orders, d'heilman is sent 
with both cavalry and infantry to the Prussian 
left flank, as Blucher is well aware of Napo- 


hiac 168 


Cnmpnter Gtiiiiinsi Wurhl 










Icon’s londncss for outflanking maneuvers. 
Napoleon seems to be noodling about — has 
lie forgotten where the victory point spaces 
are? 

Even A Rubber Band Only 
Stretches So Far 

Napoleon may have been small in stature, 
but the dice roils made him look larger than 
life, as his veteran infantry forced two of the 
bridges opposite I-igny. Blucher nevertheless 
stuck to his position on the high ground and 
waited for the inevitable assault. What the 
Prussian leader didn’t count on was the 
power of the French artillery, who had heard 
the Prussians boasting before the battle, and 
wished to prove that Frenclimen make better 
marksmen. Blucher had deployed his troops 



Blucher coiinloratincks 

on the front side of the slopes, where the 
French could target them at will. Despite 
horrendous casualties, the Prussian forces still 
held the slopes, although the cavaliy finally 
withdrew. 


What Napoleon had been doing was 
stretching the Prussian line to the right, mak- 
ing Blucher commit the last of his reserves. 



rrench pursuit 


With the French having won the battle of the 
cannonades, Grouchy’s troops finally burst 
out of l-igny, talcing the Prassians from two 
sides. I’he Prussians fought bravely, but could 
not easily extricate themselves from the me- 
lee. Sensing that the time was right, Napoleon 
threw the Guard units into the fray, scattering 
the demoralized Prussian forces. 


man’s forces, trouncing their horsemen in 
record time, fhe Prussian infantry frantiailly 
formed sejuares, but were hit in the rear by 
advancing French forces from Ligny, and 
were captured. Their desperate struggle al- 
lowed some of the Prussian forces to escape, 
but those surviving could hardly be consid- 
ered a cohesive force. 


Meanwhile, Exelman’s cavalry met I’heil- The attempted counterattack by the Pru.s- 


More Napoleon Than You Can 
Shake A Saber At 

Scenario Disks For SSI’s Battles of Napoleon 


I f you prefer your Beef Wellington 
.served in more of a wargame platter, 
then fret no longer, as a smorgasbord of 
Napoleonic dishes are waiting for you. Bat- 
tles of Napoleon designer David Landrey and 
friends have published (with SSI’s permis- 
sion) enough battles to keep even the most 
fanatical of Bonaparte connoisseurs de- 
lighted for years to come. 

What’s On The Menu 
Scenario disk # 1 has a variety of struggles, 
the best of which is Austerlitz, Napoleon’s 
greatest achievement, and one of the mo.st 
flawlessly executed tactical plans in history. 
French players will have a hard time repeat- 
ing history here. Marengo, from Bonaparte’s 
early days, is also a tense affair. Maida 
Utitsa, and Redoubt round our the dLsk. 

For our next course, disk # 2 offers the 
unusual Albuera, complete with Polish 
Lancers and numerous cavalry charges. 
Medellin moves us to Spain, where Mussars, 
Dragoons and cavalry meet in a wild en- 
gagement near the Guadiana River. 'Fwo 
more normal scenarios. Bridge Battle and 
Santon arc included, but most gamers will 
have trouble resisting New Orleansvt'xih An- 
drew Jackson. 

The American theme continues with disk 
# 3, where such Revolutionary War stand- 
ards as Camden md Cortyiew are showcased. 
Ifnothingelse, the names are unique: Kings 
Mountain, Hobkirk and Eutaw Springs. 
While not as popular as the Napoleonic 
battles, they are still worth a look. 

Disk # 4 is a return to the strength of the 
scries, with .several prime choice .scenarios 
for the gamer with a hearty appetite. Wa- 
gram is a marvelously balanced affair, if 
somewhat long. Smolensk is tough for the 
French to win, and Eylau is an oddity, with 


its winter combat. Plancenoit, Bladensburg, 
the Hill arc all here, in a near-embarrass- 
ment of riches. Even alternate Waterbo^nA 
Leipzigha.tx.\cs are offered. 

Our next course is not quite up to #4, but 
the fifth set of battles can be more easily 
digested. Another Leipzigis followed by yet 
another Quatre Bras, but Vimiero gives us 
junot versus Wellington in Spain. Aspem- 
Essling is a quiet classic, balanced by 
Podubno, Vilbge and Retreat (an apt title). 
Li^y is one of the best games in the whole 
collection, filled with lots of nail-biting de- 
cisions for the players. 

For dessert, we have a look at the Pyra- 
mids, Bonaparte’s Egyptian adventures. 
More exotic conflicts, such as Raab, 
Craonne, and Corunna^s^ quite a change of 
pace from the ordinary Nappy fare, al- 
though we do have to put up with Borodino 
2 and the oddly-titled North. Jena and 
Wavre are some of the best games of the 
entire collection. 

Battles of NapoleonSccnzuo Disks 1-6 will 
run on most any IBM, and require only 
EGA/CGA graphics. Mouse support is pro- 
vided, but you will probably find the game 
just as easy to play with the keyboard. The 
.scenarios were designed by David Landrey 
with Chuck Krocgel imd Michael Merritt 
(who did disk #6). All scenarios arc cur- 
rently available from Novastar Games, P.O. 
Box 1813, Rocklin, CA (916) 624-71 13. 
Scenario disks run $ 1 0, with an extra $2 for 
shipping, a bargain, especially considering 
what wargames tend to cost the.se days. 
Hopefully, SSI will see fit to re-relca.se Bat- 
tles of Napoleon in a format more suited to 
computer gaming in the 1990s. Until then, 
true Napoleonic fans will happily struggle 
through thc.se fine collections of battles. 


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sians past St. Amand took the French initially 
by surprise. Napoleon himself rode among 
the troops and rallied them by sheer force of 
will. After the front stabilized, it bcGime ap- 
parent to the Prussians that they were facing 
the entire French army with a mere shell of 
their own force. Blucher, who had miracu- 
lously escaped the infantry assault and the 
cavalry charges near Ligny, took the hint and 
crept away to the east. 

Silicon Bonaparte 

Although a 5-year-old game, Battles of Na- 
poleon still has a solid historical feel. The 
computer AI is reasonably fast-moving, and 


keeps its goal in mind. While striving for 
objectives and enemy casualties may seem at 
first to be artificial, it is more often than not 
similar to human strategics. 'Fhe French side 
was played aggressively, almost witii aban- 
don. Stretching the enemy line to create a 
weakness was a tactic used often by Napo- 
leon, particularly at Austerlitz, his most nota- 
ble victory. That the computer conceived of 
and effectively carried out such a plan shows 
what might have happened had Napoleon 
“been him.selP’ at Ligny. 

While the computer side did not play the 
Prussian side as well from a technical stand- 
point, it did emulate Blucher’s strategy of 


deploying on the wrong side of the slopes — 
with the expected results. Nevertheless, the 
counterattack on the French extended flank 
was very sound, and came close to succeeding. 
Only the timing of the French breakthrough 
near Ligny averted a potential disaster for 
Napoleon. The Prussian withdrawal was im- 
portant, as it reduced the chance of a French 
major victory. The balance of the scenario is 
evident when you consider that the resound- 
ing French victory in this replay only gives 
Napoleon a tactical success, because the 
French would still have to face a victorious 
Wellington at Waterloo. Rather impressive, 
considering the recent state of AI opponents 
for wargamers. cbw 


CGW Speaks With David Landrey 


B attles of Napoleon is that rarity 
among computer games, one which 
has gained a veritable cult following 
despite its 5-year-old design. Amid persist- 
ent rumors that the game might be re-re- 
leased, we thought it appropriate to touch 
base with one Napoleon ^designers, David 
Landrey. 

CGW: David, for those gamers unfamiliar 
with you, why don’t you give us some back- 
ground information? What other games 
have you worked on? 

DL: Well, in addition to Battles of Napo- 
leon, I also designed Shibh and Gettysburg 
for SSI, both of which did very well. Chuck 
Kroegel and I made a very successful team 
back in the mid-to-late 80s. 

CGW: Are there any games that stand out, 
good or bad? 

DL: When we did Knights of the Desertkx 
SSI, it was very well received at the time, and 
won all kinds of awards. People liked it 
because it was one of the first computer 
wargames that played like a board wargame 
to a degree. Personally. I always liked the 
1 9ch-Century, American Civil War and Na- 
poleonic, games better than the WWIl-era. 
A lot of gamers seem to agree with me, given 
that Battles of Napoleon is still .so popular. 

CGW: Which brings us to the question of 
Napoleon. Is it being rc-rcleased and why or 
why not? 

DL: First, let me say that SSI is not plan- 
ning on redoing Napoleon at this time, al- 
though it has been considered. Sales of the 
average wargame are far below sales of role- 
playing, flight simulators and other genres 
of games. While I might be disappointed, it 
makes good business sense for SSI. 

CGW: Don’tyou think that newversions 
of older games, such ;is Empire Deluxe, 


showed that strategy games and wargames 
could .sell well, given the right treatment? 

DL: Sure, but for every re-release that 
succeeds, there’s one that doesn’t. If I had a 
choice, I’d do Battles of Napoleon over again 
with 256-color VGA, digitizx^d sound and 
really use the power of a 486. Before a 
company takes a chance with that, they have 
to be sure that the audience is out there. 

CGW: So where does Napoleon stand 
now? 

DI.: As you know. I’ve had permission to 
publish official scenarios for the game for the 
last couple of years. With Michael Merritt, 
I’ve now published six scenario disks, with 
over three dozen battles to choose from, 
from my company, Novastar Games. Re- 
cently, a company in Germany wanted to 
publish Battles of Napoleon, letting us know 
that there was an overseas market. We are 
currently negotiating with a gentleman from 
Israel, who wants to carry Napoleon in his 
3 OO 1 - stores, which is why we are reprinting 
copies of the original game. Whether this 
will lead to anything more, I really can’t say. 

CGW: What is the appeal of Napoleon? 

DL: For me, 1 was never into Ancients ot 
Medieval warfare. Too much cra.sh and 
bash — not a lot of subtlety. Modern warfare 
is rough, with the killing power of the weap- 
ons, and the guerrilla tactics and so on. I 
guess Napoleonics gives a good mix of tac- 
tics, with line and column, and enough 
movement to keep me interested. I su.spect 
gamers arc very familiar with Napoleon, 
since there is so much information available 
about him. Gamers like to think they can be 
Napoleon for a few hours. Lots of gamers 
have told me that they really like the cavalry 
charges! 'Fhe main reason that Battles of Na- 
poleon is still so popular, is that nothing on 
the market has come close to replacing it. 


CGW: David, sum up your design phi- 
losophy for us. 

DL: The research must be solid, of coutse. 
Never forget, though, that the game must be 
playable above all else. What good does it do 
to have a game which is praised for its real- 
ism, but collects dust on the shelf? I’ve felt 
very fortunate that Battles of Napoleon. Get- 
tysburg, and some of my other games were 
perceived as giving the right historical feel, 
while still being played. Awards are great, 
but I listen most to my customers. From a 
more technical standpoint. I’ve always fo- 
cused on the operational-level game, be- 
cause it shows you things you don’t get from 
the purely tactical or strategic viewpoints. I 
try to give the players a good mixture of 
strategic and tactical choices, to keep them 
involved in the game throi^hout. 

CGW: Are there any designers who.se 
work you particularly admire? 

DL: Sid Meier is a marvelous designer, 
with a lot of good ideas. The guys at Atomic 
Games really impressed me with their V for 
Victory games; they looked incredible, just 
like a board game. 

CGW: Where do you see computer games 
five years down the line? 

DL: It’s funny, because software still 
hasn’t caught up to the 486, and now we 
have the Pentium. Then there arc the new 
consoles, the 3DO and those types, which I 
think arc interesting, but won’t replace the 
computer. Wargames have come a long way 
in the past five years, so I can only assume 
that the graphics, sound and interfaces will 
continue to get better. Wargames still have 
a good Following, and I figure they’ll be just 
as strong five years from now. 

CGW: We can only hope. 


Pa^e m 


Computer Gaming World 




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Empire Software is a registered tradernaS of Entertainment Internatii 
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/\ quick look at titles now 
appearing on a store shelf near you. 


Accolade 

5300 Stevens Creek Blvd. 

San Jose, CA 95129 
(800) 245-7744 

RALLY: For every American who’s ever 
wanted to go blasting down English countiy 
lanes in a good old-fashioned high speed 
Rally, here’s an alternative to tearing up a 
rented Renault and sending countless by- 
standers to the Last Great Pit Stop. Rally lets 
you hop in one of five 300 hp, turbocharged 
faccoiy racers for the final stop on the World 
Championship Series. The actual course has 
been recreated to simulate the timed stages 
broken up among four days on British back- 
roads. With your co-driver by your side call- 
ing out every bend and dip in the road, you’ll 
go roaring down narrow country roads lined 
with trees, hay bales and race fans (read: fan- 
blade i'ondue) through rain or shine to reach 
the end of the stretch in the shortest possible 
time. A number of customizable configs let 
you change cars, driver, co-driver, tires, or 
keyboard controls, which is a must because 
joystick configuration on two test machines 
failed to calibrate. It might be a fun experience 
for serious rally sports, but those racing fans 
whoVe grow accustomed to more detailed 
driving sims will probably race on by. IBM 
($59.95) Circle Reader Service #1. 

UNNECESSARY ROUGHNESS: Acco- 
lade has long been known for exciting sports 
games. While 4th And Inches mx^x. have been 
lacldng in realism, having fun was never a 
problem. Instead of relying on the tested ar- 
cade formula, the designers of Unnecessary 
Roughness decided to make a simulation more 
akin to Dynamix’s Front Page Sports Football. 
With the NFLPA license, you can test your 
gridiron knowledge against a host of all-pros. 
Problem is, the game resembles more of an 
arcade game, with none of the realistic feel of 
its more storied competitors. Moreover, the 
Super VGA graphics are not as enticing as the 
box cover would have you believe, and pro- 
gram crashes occur so often, you may feel like 
you’ve been tackled on astro turf. Monday 
Night Football’s announcer A1 Michaels is as 
thrilling as ever in digitized voice, but he 




Unnecessary Roughness 



Spaceway 2000 



The Zone of Avoidance 



CD-ROMIX 


would no doubt wince at the number of bugs 
infesting this half-baked dish. IBM ($59.95). 
Circle Reader Seivice #2. 

Casady & Greene 
22734 Portola Dr. 

Salmas, CA 93908-1 119 
(408) 484-9228 

SPACEWAY 2000: We Southern Califor- 
nians were immediately drawn to this Mac 
action game. The player is plopped in a space 
ship on an intergalaccic freeway filled with all 
sorts of “highway scum” out to run him other 
off the road. Drones and Flies pursue you 
relentlessly, Wall creepers fire from the shoul- 
der, Blockers try to hinder your movement — 
all act like drivers we are all too familiar with. 
Yet, while driving this “freeway” is a daunting 
task, you can make it home using missiles, 
smart bombs, lasers and shields to your best 
advantage and collecting every key, ciystal 
and crate that crosses your path. Crisp, color- 
fid graphics and great digitized sounds make 
playing this game of super arcade madness all 
the more exciting. Macintosh ($49.95). Cir- 
cle Reader Service #3. 

THE ZONE OF AVOIDANCE: Defend- 
ing an enormous circling space station in orbit 
over an unknown planet is your assignment as 
you stand your ground alone on the edge of 
The Zone of Avoidance. Though you are not 
accompanied by any comrades in arms, you 
are not completely alone. There are plenty of 
asteroids, missiles and hostile aliens to keep 
you company as you man your solitary post. 
Defense: that’s the simple agenda in a far from 
simple game of 3D space-flight. You’ve got 
missiles. You’ve got lasers. You’ve got radar. 
The only thing you don’t have is time to spare! 
Linger too long or let down your guard, and 
be enveloped by the cold of space. If you like 
space-flight sims with a good dose of arcade 
action, TheZoneofAvoidance\s]\xsxvA\zx the 
doctor ordered. Macintosh ($49.95). Circle 
Reader Service #4. 

CD-ROMIX! 

19840 Pioneer Ave. 

Torrance, CA 90503 
(800) 556-6141 

CD-ROMIX!: Meld the colorful world of 
comics with the multimedia capabilities of 
CD-ROM and what do you get? CD- 
ROMIX! In particular, you get three titles 
from Malibu Comics’ best-selling Ultraverse 
comic line: Prime #1, Freex #1 and Hardcase 
#1. Each of these CD-based comic boolcs 
expands the illustrated world of the paper 
comic with high-resolution graphics, real-life 
character voices, special visual effects, original 
musical scores, and dynamic sound effects. In 
addition to providing an unabridged recrea- 
tion of the original story, each CD-ROMIX! 


Pcii'e 174 


Coinpnler Ciunbi^ World 




ACES OVER EUROPE >A4 

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XWING >41 


TITAN GAMES 
1 WEST SEMINARY SI 
BRANDON, VT 05733 




m 






title contains over 130 panels and 60 screens. 
Stories may be viewed on “autoplay” or paced 
by the viewer. Each title also offers a “behind 
the scenes” interview with the creators of the 
comic characters and an overview of the Ul- 
traverse world. So, if you’re ready for the next 
step in comic entertainment, stop by your 
favorite software or comic retailer. IBM CD- 
ROM (S24.95). Circle Reader Service #5. 


Ebook, Inc. 

32970 Alvarado-Niles Rd., Suite 704 
Union City, CA 94587 
(510) 429-1331 

ALADDIN AND THE WONDERFUL 
LAMP: Polishing up EBook’s newest CD title 
won’t result in any unusual surprises. How- 
ever, it is the most interesting and visually 
impressive multimedia storybook they have 
released thus far. Beginning with a Video jhr 
Windows full-motion video introduction by 
Shelierezade, the narrator, Aladdin is primar- 
ily an audio/video rendition ofthe classic tale, 
coming from the collection of stories known 
as the Thousand and One Arabian Nights. 
Though it follows the traditional stoiyline, 
interactive decisions made in Aladdin and the 
Wonderful Lamp allow the viewer to throw 
Aladdin a few unsuspected curves along the 
way. A learning guide, preface to the Thou- 
sand and One Arabian Nights, and an on- 
screen dictionary enhance the value of this 
entertaining educational tool. Narration and 
music can also be played on a standard music 
CD player. IBM CD-ROM with Windows 
($39.95). Circle Reader Service #6, 


Forte 

2l4l Palomar Airport Rd., Suite 100 
Carlsbad, CA 92009 
(619) 431-6499 

3DPC: 3D/’C bills itself as the first screen 
saver offering realistic 3-dimensional, ray- 
traced animations. And while it does deliver a 
sugary burst of eye candy, the rush quickly 
passes. There are nine animations here on 6.5 
MB, which can be arranged and played when 
you want them as long as you want them. 
Options enable privacy protection with a 
password and the ability to start or stop ani- 
mations on demand. A few ofthe animations 
show off the modeling technology used to 
create 3-D shapes with smooth, glossy, reflec- 
tive surfaces, while the rest.. .well, wouldn’t 
win any animation awards. The flying pigs are 
cute (“pigs in spaaaace’), and a folding, geo- 
metrical, Escher-esque design is intriguing, 
but the slithering sperm-like liquid silver slugs 
aren’t exactly fetching. Maiwel for a minute 
on the monitor at the computer store, and 
save your green games. IBM ($19.99) Cir- 
cle Reader Service #7. 



So, command mc.1 Perhaps 
his recent adventures had 
nnaJlymadc Aladdin 
cautious. He did not. 
Ihciefore, rush into 
anything. 


Aladdin and llie Wonderful Lamp 




Daemonsgate 



Deliverance 



Quantum Cate 


Imagltec Design, Inc. 

921 West Main St., Suite 13 
Nashville, TN 
(615) 824-1960 

DAEMONSGATE: It’s been 18 months 
and several publishers since Daemonsgate vsxss 
scheduled for release, but it has finally 
emerged, quite damp, from Vapor Land. 'Fhe 
graphics in this mega-role-playing environ- 
ment arc reminiscent of Ultima VII, but it’s 
not so easy to interact with everything in the 
environment here. Some 70,000 words of 
conversation are included, with friendly types 
almost falling over each other for a chance to 
talk to our hero. Much of the artwork is quite 
stunning, and it will be a welcome sight for 
role-playing fans who have experienced a hit 
of a drought lately. Still, one can’t help but feel 
that the game would have made a bigger splash 
if it hadn’t been delayed for over a year. IBM, 
IBM CD-ROM. Circle Reader Service #8. 

Inline Software, Inc. 

308 Main St. 

Lakeville, CT 06039-1204 
(800) 453-7671 

DELIVERANCE: Is it a river rafting simu- 
lation with a banjo score? No, it’s an action 
game shooter in a fiintasy adventure setting 
that mixes elements of Gods a nd Shadoiv ofthe 
Beast. As the StorniLord, you must axe your 
way through Tnrom’s Palace to free the fairies 
impri,soned there. Succeed in your mission 
and you will save the land. Fail and Tnrom 
will destroy all. Whatever the outcome. De- 
liverance will entertain action- and strategy- 
gamers for hours with its superb graphics and 
challenging play. A black belt in the joystick 
arts is required. Macintosh w/color display 
($49.95). Circle Reader Seivice #9. 

Media Vision Multimedia Publishing 
47300 Bayside Parlcway 
Fremont, CA 94538 
(510) 770-8600 

QUANTUM GATE: No longer just a 
hardware manufacturer. Media Vision debuts 
Qiiantum Gate, their first interactive movie 
employing a three-dimensional software in- 
terface known as VirtualCincma. Thanks in 
part to this interface and featuring over 1 ,000 
pages of text, almost two full hours of video, 
and extensive audio, Qiiantum U/z/e provides 
an intriguing “you-are-in-thc-movie” gaming 
experience unmatched by many other inter- 
active CD titles. It is also the first in a scries 
of science fiction adventures on CD-ROM. 
Set in the year 2057 A.D., the game’s focus is 
on saving an environmentally doomed earth. 
Interaction is comprised of dialogue choices 
during video segments, 3D movement 
through the station on Planet AJ-3905, ac- 
ce,ssingon-line information terminals and vir- 
tual arcade sequences similar to that of Spectre 


Pai-e 176 


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Berlitz Think & Talk_^ MM Music; Vh/aWi 33 
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Spanish 105 Pool Shark 19“ 
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Fatly Bear Birthday31“ 
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5024 Multimed 969 


US Robotic Sportster 
2400 Int. 99” 

14.4v.42bs 162” 

• w/S/RFax 183“ 
14.4 v.42bis Ext 183“ 
w/S/RFax 213“ 


CH Flightstick 37“ 
CH Game Card 3 31 
CHMach3 28“ 
CH Virtual Pilot 65 
Eliminator Cxd 26 
Gravis Analcg Pro 39 
Gravis Joystick 32 
Gravis PC GamePad21 
Kidz Mouse 30“ 
Kraft KC3 Joystick 28 
Maxx Flight Yoke 69 
Maxx Pxal 39 
Ouickshot Game Cd14 
Quickshot Warrior 1 8 
Suncom Command19“ 
Th^r^^masler 


FCS Pro 
Game Cxd 
Weapons 2 
Rudder Pedal 
UPROM Chip 


109 


369 


Aitech 
Audio Show 
Pro 256 . 260 

Pro Cofor Rus 529 
ProVGA TV 459 
Pro PCfW Plus 249" 
Pro VGA/TV + 659 
VidxSurge 659 
VidxSurg SVHS729 
Wave Watdix 419 
TV/GRX TV 269 




Dust Covers 
Grounded Wrist Strp 9 
Keyboard Skins 15 
Static Pads 

Large- System 15 
Wrist P^ads 8 

Stax (Dust Repellxt)5 
Statx Coniplete 
Cleaning System 15 


SixCxlrol2 35“ WeeniProphecy .. 
Six Trek 25th Ariiv. 37 Wing Comandr 2 47“ 


Slickybr Math Tutor 30 Worid Txr Txnis32" 
Stickybr Pre-School 30 Worid Wx II 35“ 
Sbek^ Read Tulx30 XWing 39“ 

Stkkw Tutor 30 Mis^ Disk 19“ 
Storyroook Weaver29“ Yctoi Spdiing Trick29“ 
Strike Commxdx45“ Zodiac Signs 39* 
Speech Disk 1 7 Zx Keeper 36 

StripPokx3 32 

Data Disk (ea) 1 7 


storo! 1060 Kandolph Ave. Railway n 


TERMS AND CONDITIONS 

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Circle Reader Service #45 





VR. The quality of acting is good to excellent, 
with actors participating under a performance 
agreement approved by the Screen Actors 
Guild. Whether or not this latest CD extrava- 
ganza is a “quantum” leap beyond the com- 
petition, it’s nonetheless one of the most 
engaging CD titles yet to appear. IBM CD- 
ROM with Windows ($79.95). Circle Reader 
Service #10. 

MicroLeague Interactive Software 
University Office Plaza, Bellevue Bldg., 
Suite 201 

262 Chapman Road 
Newark, DE 19702 
(800) 334-6572 

ALIEN BREED: Alien Breed hnn^s some 
traditional top-down perspective, four-way 
scrolling arcade action to the PC. Your mis- 
sion, as stated on the box, is to “kick some 
mean, green Alien butt!” That about sums up 
the game. Trapped on a space station set to 
self-destruct, you must survive 18 levels of 
alien-infested turf before losing all your allot- 
ted lives. Run out of ammo before locating a 
new supply and say your prayers! One or two 
players can take part in this 256-color alien 
blast-fest. Though hampered by asinine copy 
protection (you must locate code numbers on 
one of four faint yellow code table.s — each 
time you begin play). Alien Breed'll still a good 
action title for those who like their play quick 
and simple. IBM ($29.95). Circle Reader 
Service #1 1. 

MicroProse 
1 80 Lakefront Dr. 

Hunt Valley, MD 21030-2245 
(410) 771-0440 

IT’S A WONDERFUL LIFE CD-ROM: 
Yes, it’s a wonderful movie, but this heavenly 
story did give us a devil of a time with some 
improperly working control mechanisms. 
Still the prospect ofexamining the entire film 
under the multimedia microscope can be 
worth it. This package includes on its two 
CD-ROMs the full, uncut (black & white) 
film, the trailer, the entire shooting script, 
stills, reviews — all cross-indexed for reference 
use. While this product has enough bells to 
earn its wings, at least one CGW editorial 
curmudgeon still prefers the jazzy night life in 
Pottersville to the warmth of Bedford Falls. 
IBM CD-ROM ($79.95). Circle Reader 
Service #12. 

Microsoft Corporation 
One Microsoft Way 
Redmond, WA 98052-6399 
(206) 882-8080 

MICROSOFT NEW YORK and MI- 
CROSOFT PARIS: It’s only been a short 
lime since Microsoft took off with Flight 
Sirnulntor 5-0. Now with a couple of new 
add-ons, pilots everywhere can strap them- 






selves in and take an aerial tour of two of the 
world’s most interesting and renowned cities: 
New York and Paris. Botli of these new scen- 
ery packs offer the latest in photo-realistic 
detail, adding a much needed touch of life. 
While over Paris, you can .soar above the FlifTel 
l ower or the Louvre, and test your skills as 
you maneuver through the pinnacles of the 
French skyline. In New York, you am circle 
the Statue of Liberty or swoop in low over 
Central Park. As you dive between the can- 
yons of towering sky.scrapcrs, keep an eye on 
the streets below. There you’ll see the tiny 
yellow taxis cruising in .search of their fares. 
Requires Microsofi Flight Simulator 5-0. IBM 
($39.95 each). Circle Reader Service #13. 

QQP, Inc. 

1046 River Ave. 

Flemington, NJ 08822 
(908) 788-2799 

dd lE RED CRYS'FAL: 'Phis arcade strategy 
can be summed up as Gauntlet gone amuck. 
In a good-sized world inhabited by many 
towns and aistles, a player’s fimtasy character 
will travel from encounter to encounter to 
defeat the ubiquitous UBG (ultimate bad 
guy) and, in the procc.ss, learn the seven se- 
crets of life. Although players am interact 
with others in towns and dungeons, it is in tlie 
latter where the arcade combat takes place, 
and one must use cowardly hit and run tactics 
to excess in order to develop their characters 
early on. While modem play is supported, 
many have reported difficulty making con- 
nections via the game’s software. Other com- 
munication programs, however, can be used. 
IBM ($59.95). Circle Reader Service #14. 

Sierra On-Line, Inc. 

P.O. Box 485 
Coarsegold, CA 93614 
(800) 757-7707 

QUEST FOR GLORY: SHADOWS OF 
DARKNESS: 'Fhe latest installment in tlie 
award winning Quest for Glory series by Lori 
and Corey Cole, Shadoius of Darkness takes 
our fighter/mage/thief to a mythical I ran.syl- 
vanian valley in an unusual blend of the ad- 
venture and role-playing genres. Prior to their 
final encounter with the Dark One himseli, 
you will have to face a land fraught with the 
undead, wraiths, vampires and grotesque 
monsters. Of course, your success in Shadows 
ofDarkness'NxW depend primarily on how well 
you can fight, conjure or steal your way to the 
game’s conclusion. Improved features in this 
new Sierra title include a refined icon bar with 
more available options and an upgraded ar- 
cade combat system. As before, you am begin 
anew or import your hero from previous 
Quest for Glory titles. 4 hree skill levels allow 
for basic customiztition to provide just the 
right blend of araide elements and puzzle 


The Red Crystal 


Quest For Glory: Sliarlows of Darkness 


It's A Wonderful l.ifc CD-ROM 


Microsoft New York and Microsoft Paris 


PdUe I7H 


Conipuier Gamiiifi WorUl 






"totally engaging 
throughout 
-Computer Gaming 
World 


"a definite must 
for Mac gamers' 
• Dragon Magazine 


PAX IMPERIA.. lets you live like a 
King and play like an Emperor! 
Available now at your nearest 
dealer or call 800-769-2768. 
CompuServe, CO: GAMEPUBC 
Visa, Mastercard, check or v. 
money orders accepted, ^thona 

Changeling Software, Inc 
596 Bm Street 
Windsor Locks, CT 06096 


Imperial Stardate 2407 ... 

Melina Pariknova Lands The 
Fleet In The Vega System. 


LET THERE BE PAX! 


Play PAX IMPERIA, the strategic, multi-player simulation 
of intergalactic empire building. DOS, Mac and network 
versions available, along with full color posters 
of this Great Moment From The Future. 










'^Bbb i\ v' ' 


HHn 




solving, while audio and graphics are of tradi- 
tional Sierra quality. Offering a unique mix of 
dark mystery and light humor, Shadows of 
Darknesses another award winning adventure. 
IBM ($69.95). Circle Reader Service #1 5. 

Spectrum HoloBytc 
2490 Mariner Square Loop 
Alameda, CA 
(510) 522-1164 

HORNET; NAVAL STRIKE FIGEri'ER: 
Flying against tho.se MiG-29s^QX. you down? 
Reinforcement for Falcon 3.0 fans is on the 
way in the form of the F/A-18 Hornet, every- 
one’s favorite carrier-based strike fighter. 
Flight sim fanatics will thrill to this craft’s 
ability to make tight turns at high speed. 
Sleek, beautiful and deadly, the Hornet sports 
Flughes AN/APG-65 multimode radar, with 
which to more effectively target its comple- 
ment of Maverick missiles. A real challenge is 
the trial of landing this high-tech, expensive 
aircraft on a moving carrier. If you survive the 
landing, your next mission could take you to 
Bosnia, Israel, or any of five other theatres, 
where you can fly via network with your 
compatriots against those dreaded MiGs. 
Quite stunning for those whose systeiTi.s — 
both human and computer — can handle it. 
Requires Falcon 3. Oor the stand-alone version 
of MiG-29. IBM ($48.00). Circle Reader 
Service #16. 

TAC Enterprises 
422 210th Ave. N.E. 

Redmond, WA 98053 
(206) 868-6150 

GALAXY TREK: The zero-gravity action 
of Asteroids combines with features from the 
early Trek games to create this strategic sci- 
ence fiction shooter. The player takes com- 
mand of a supership on a mission to blast the 
alien hordes threatening the galaxy. Not only 
must you cleverly probe sectors and blast tiny 
spaceships, but you must also acquire comets 
and space pods that will provide the materials 
for continued existence and full operating 
capacity. Choosing between three weapons 
types, using the tractor beam, .switching 
power between engines and shields, and so 
forth, are the strategic options of which this 
simplistic game is made. IBM ($34.00). Cir- 
cle Reader Service #17. 

Villa Crespo Software, Inc. 

1725 McGovern St. 

Highland Park, IL 60035 
(708) 433-0500 

CASINO GAMBLliR KIT; I'his “shovel- 
ware” collection combines five of Villa Cre- 
spo’s games into a single collection. Included 
arc Dr. Wong’s Jacks+ Video Poker (an excel- 
lent little program for students and addicts of 
rlicgame). Dr. I'borp’s Mini-Blacl^acki'Agtiin., 



Hornet: Naval Strike Fighter 




Casino Gambler Kit 



Xplora 1 : Peter Gabriel's Secret World 



Sound Effects Playhouse 


another fine learning tool), Ruckus Roulette, 
Ruckus Poker (for less serious, more ruckus 
games, complete with rudimentary player 
personalities), and Casino Cm/>r(aquick-and- 
dirty foray that covers all the basics and then 
some). Nothing new has been added to the 
games, but many dollars have been subtracted 
from their individual retail prices. IBM 
($49.95). Circle Reader Service #18. 

Interplay Productions, Inc. 

17922 Fitch Ave. 

Irvine, CA 92714 
(714) 553-6655 

XPLORA I: PETER GABRIEL’S SE- 
CRITF WORLD: From his early days with 
the art-rock group Genesis, Peter Gabriel has 
been nothing but innovative. Musically, he 
draws from every influence imaginable, and 
his music videos defy all traditions with their 
originality and depth. No surprise then, that 
Gabriel comes up with a multimedia presen- 
tation of his work, focusing on his latest al- 
bum, Us. Nearly two hours of video footage 
and 30 minutes of audio combine with more 
than 100 still images, allowing you to search 
through the making of Us, the filming of the 
Kiss That Frog v\dco, or sample music of 40 
different artists from around the world. While 
viewing artwork, videos or backstage shots at 
the Grammy’s might be interesting, explorers 
will have the most Fun remixing their own 
Peter Gabriel music videos and joining in on 
jam sessions. Multimedia is a much abused 
term, but this beautiful work deserves the 
title. Macintosh CD-ROM ($44.99). Circle 
Reader Service #19- 

Waite Group Press 
200 Tamal Plaza 
Corte Madera, CA 94925 
(800) 368-9369 

SOUND EFFECTS PLAYHOUSE: From 
those productive folks at Waite Group comes 
another entertaining book/disk combo for the 
DOS or Windows user. With Sound Effects 
Playhouse, you can create, edit and play 
sounds on your PC, plus assign sounds to 
events such as switching drives, scrolling the 
screen, and changing directories. In addition, 
you can instruct your computer to execute 
DOS commands at the sound of your voice 
or direct the action of voice-activated games 
(microphone not included). Among the many 
shareware and freeware programs provided on 
the two supplied 3.5 " floppy disks are 
QSound samples that exhibit multi-dimen- 
sional .sound effects and several sound editors. 
Anyone with an car to hear more about WAV, 
VOC, IBK, MID, and MOD files, and how 
to edit them, should tunc in to Sound Effects 
Playhouse. A Sound Blaster compatible sound 
card is required. IBM ($24.95). Circle Reader 
Service #20. cgw 


Pa^e /80 


Compuler Gaminfi World 








I 


rile games in Computer Gaming Worlds Hal! oF Fame have been highly rated by our 
readers over time. They have been rated for their impact on the computer gaming hobby 
during their peak period of influence and acceptaitce by our readership. Note that the dates 
listed for each game are the copyright dates and may precede the actual release dates. 
Specific formats listed are those which CGW has in its possession. 

The Bard’s Tale (Electronic Arts, 1985) 

Many Formats 

Chessmaster (The Sojtivare Toolworks, 1986) 

Many Formats 

Civilization (MicroProse, Inc., 1991) 

Amiga, IBM, Macintosh 
Dungeon Master (FTL Software, 1987) 

Amiga, Atari ST, IBM 

Earl Weaver Baseball (Electronic Arts, 1986) 

Amiga, IBM, Macintosh 
Empire (Interstel, 1978) 

Amiga, Atari ST, C-64, IBM 
F-19 Stealth Fighter (MicroProse, hic., 1988) 

IBM 

Gettysburg: The Turning Point (Strategic Simulations, luc., 1986) 

Amiga, Apple, C-64. IBM 
Gunship (MicroProse, Inc., 1989) 

Amiga, C-64, IBM 

Hatpoon (Three-Sixty Pacific, 1989) 

Amiga, IBM, Macintosh 

Kampfgruppe (Strategic Simulations, Inc., 1985) 

Many Formats 

King’s Quest V (Sierra On-Line, Inc., 1990) 

Amiga, IBM, Macintosh 
M-1 Tank Platoon (MicroProse, Inc., 1989) 

Amiga, IBM 

Mech Brigade (Strategic Simulations, Inc., 1985) 

Many Formats 

Might & Magic (New World Computing, 1986) 

Amiga, Apple, C-64, IBM, Macintosh 
M.U.L.E. (Electronic Arts, 1983) 

Atari 8-bit, C-64 
Pirates (MicroProse. Inc., 1987) 

Many Formats 

Railroad Tycoon (MicroProse, Inc., 1990) 

Amiga, IBM, Macintosh 
Red Baron (Dynatnix 1990) 

Amiga, IBM, Macintosh 
SirnCity (Maxis, 1987) 

Many Formats 

Statfight (Electronic Arts, 1986) 

Amiga, C-64, IBM, Mac, Sega 

The Secret of Monkey Island (LncasArts Entertainment Company, 1990) 

Many Formats 

Their Finest Hour (LncasArts Entertainment Company, 1989) 

Amiga, Atari ST, IBM 
Ultima III (Origin Systems, Inc., 1983) 

Amiga, Apple, Atari ST, C-64, IBM 
Ultima IV (Origin Systems, Inc., 1985) 

Amiga, Apple, Atari ST, IBM 
Ultima VI (Origin Systems, Inc., 1990) 

C64. IBM ■ 

War in Russia (Strategic Simulations, Inc., 1984) 

Apple 

Wasteland (Interplay Productions, Inc., 1986) 

Apple, C-64, IBM 

Wing Commander (Origin Systetns, Inc., 1991) 

Amiga, IBM, Sega 
Wizardry (Sir-Tech Software, 1981) 

Many Formats 
Zork (Infocom, 1981) 

Many Formats 


Ultima IV 

Origin Systems, Inc., 1985 
Amiga, Apple, Atari ST, IBM 


"flic world of ClRPCls vv.is rcvolucionized by 
both the chiiracter-generation sy.steni in 
Ultima IV and the concept of Avatar- 
hood. From the time players responded 
to the ethical choices depicted in the 
introductory sequence to the time they 
had completed the quest, personal 
accountability played a major role in 
either the successful completion or fail- 
ure of the game. For the first time, ethics 
had become a significant part of a com- 
puter game, and non-player characters 
reacted to players on the basis of their 
reputation rather than merely respond- 
ing to their immediate actions. 

Ultima VI 

Origin Systems, Inc., 1990 
Amiga, IBM 


n 


UltiipaM 


With this release. Lord British 
brought defined objects and realistic 
world models into the realm of the 
CRPG. The moral lesson in the stoiy 
was related to the idea of avoiding 
racial prejudice, and the game regular- 
ly placed the player’s character into 
situations where he/she would have to 
grapple with the forces which lend 
themselves to reinforcing prejudice. 
Along with the new look and the six- 
button interface, Ultima V! showed 
that Lord British was nowhere near 
finished with the world oFBritannia. 




March 1^94 






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The Computer Gaming World Poll 





PC Research 
Hits List 

□f Tap-Seiiing Software 

1 November, 1993] 


PC Games (MS-DOSAVindows) 


•’I'itie and iiource | 

Microsoft I'iighi Simulator 5.0 (Microsoft Corporation) 
X-Wing: B'Wing (Luca-sArts Entertainment) 

Aces Over Europe (Sierra On-Line, Inc.) 

Star Wars Rebel Assault (LuaisArrs Entertainment) 
Links: Pebble Beach (Access .Software, Inc.) 

Leisure Suit Larry VI (Sierra On-Line, Inc.) 

The 7th Guest (Virgin Interactive Entertainment) 
Privateer (Origin Systems, Inc.) 

Front Page Sports Football Pro (Sierra On-Line, Inc.) 
X-Wing (LucasArts Entertainment) 

Microsoft Arcade (Microsoft Corporation) 

SimCit}' (Maxis Software) 

Street Fighter II (Hi Tech Expression,s) 

Master of Orion (MicroProse, Inc.) 

Wolfenstein 3D/Spear of Destiny (Formgen) 
Terminator: Rampage (Bethesda Softwarks) 

Indy Car Racing (Virgin Interactive Entertainment) 
Links 386 Pro (Access Software. Inc.) 

Tile Blue & The Gray (Impre.s.sions) 

Chessmaster 4000 ('Fiie Software ‘Foolworks) 


3. 

4. 

5. 

6 . 

7. 

8 . 

9. 

10 . 
1 ). 
12 . 
1.3. 

14. 

15. 

16. 

17 . 

18. 

19. 

20 . 


Rank 

1 . 


Rank 

1 . 

2 . 

3. 

4. 

5. 


Rank 


Title and Sour^^^^ ^ 

Overlord (Virgin Interactive Enrcrtainment) 
Hoyle’s Book of Games (Sierra On-Line. Inc.) 
John Madden Football (Electronic Arts) 
Operation Combat (Merit Software) 

Populous II (Electronic Am)= 





Title and Source 
SimCity 2000 (Maxis Software) 

Chessmaster 3000 O'hc Software I'oolwork-s) 

Mysc (Broderhund Software, Inc.) 

SimCity (Maxis Softw'are) 

Star Trek: 25th Anniversary (Inicrphtv Productions, Inc.) 
Tide and Source 

Star Wars Rebel A.ssault (LucasArrs Entertainment) 

The 7tli Gtiest (Virgin Intenictive Entertaimnenc) 
Microsoft Encarta (Microsoft Corporation) 

Iron Helix (Spectrum HoloByte, Inc.) 

King’s Quesr VI (Sierra On-Line, Inc.) 

Return to Zork (Aedvision) 

Dracula Unleashed (Viacom New Media) 

IlOMaterlal (Moon Valley) 

MPC Wizard (Aris Enteriainmcnr) 

Mad Dog McCrce (Atnerican La.scr Games) 


What You’ve Been 
Playing Lately 

Every month our mailbox bulges with hundreds of Reader Input Cards 
from our most ioj-al and outspoken readers. Over rhe years wc’vc found 
these cards u) be an invaluable .source of feedback. Within 1 0 days of 
releasing our latest issue we can expect to see cards pouring in with siig- 
gc.stions, encouragcment.s, tirades and many good laughs, in addition to 
the data for our Top 109 poll. Through your efforts, wc know exactly 
where we stand with our readers (you don't mince words!), and we are 
treated to well-articulated opinions on anything and everything related 
to gaming. This column is a forum for these responses and for the 
results of our “Playing laucly?” query on the Re.'ider Input Card. ' 
Thanks for raking the time to fill them our.. .keep 'em coming! 


Playing Lately? Results For CGW #114, 
" ■■■■■ ■ January 1994 


WIT 

rose, IticM 


1 . Master of Orion (MicroPr 

2. Doom (id Software) 

3. Privateer (Origin Systems, Inc.) 

4. X-Wing (LucasArts Entertainment) 

5- From Page Sports Football Pro (Dynamix. Inc.) 

6. Aces Over Europe (Dynamix, Inc.) 

7. Warlords II (Strategic Studies Group) 

8. Betrayal ar Krondor (Dynamix, Inc.) 

9. Civilization (MicroProse, Inc.) 

10. Dungeon Hack (Strategic Simulation, Inc,) 


Christmas The Whole Year Round 


Thougii we've published the results of our Computer Gaming Carol 
contest in ihe previous issue, many more entries have poured in since. 
Here are a few of the late comers that deserve honorary mention. 

(siifig lo the tunc of Here Comes Santa Claus) 

Here comes l^cntiuin, Here comes Pentium, 

Right down Intel lane, 

I just bought a 486 
and man I'm feeling lame. 

VL-Bus. CD-ROM 
Oh what confu-sing terms. 

I don’t know what 1 'm to do ‘cuz 
my Ma.stercard’s maxed tonight. 


Bill Scholl nmaker, Salisbury, NC 


(sung to the tune of Jingle Bells) 

Da.shmg through the air, 

In Falcon 3.0 
O’er the targets 1 go, 

Strafing all the way. 

(Blam, Blam, Blam!) 

On my tail are SAXls, 

Making my flares bright. 

Oh!, What fun it is to .shoot down Mig's, 
Nearly cveiy night. 

(sung to the time of [ingle Bells) 

Wliisrles & Bells. Whistles & Bells 
Graphics rule the day. 

Comjmter games take 30 megs 
bm gameplay’s gone away. 

Whistles & Bells, Wliistlcs & Bells 
can be such a strain, 

I can’t play my fiivorirc game 
for fear ) must upgrade. 


Christopher Laws, Tulsa, OK 


1 Mosbarger, Sacramento. CA 




Cowpuicr World 




C omputer game programs have grown so massive and the number of 
possible configurations has become so huge that incompatibilities 
and glitches seem to be breeding at an exponential rate. Consumers 
and publishers are both frustrated at the need for adding patches into 
“buggy” programs, but they seem to be an interim solution that is going to 
be with the hobby for a while (presumably, until a standard platform con- 
figuration is agreed upon). So, until the golden age of standardized plat- 
forms and bug-free programs. Computer Gaming World vj'iW publish a regu- 
lar list of the latest updates of which we are aware. 

These patches can usually be downloaded from most major networks 
(e.g., CompuServe or GEnie), but can also be obtained from individual 
software publisher’s own BBSs or direct from die publisher with proof of 
purchase. We continue to urge publishers to keep us updated on the lat&st 
versions/patches to their games. 

('**’ indicates new file,s) 

Blue And The Gray Update Vl.OI Update: With this patch, poor quality 
units will now rout at 15% rather than 10%, transporting troops will not 
“pop” back into a train or ship, and the Al will now be tougher and quick- 
er in battle. 10/23/93 

Clash of Steel VI. 1 Update: Fixes a number of small bugs. 11/18/93 
** Companions of Xanth VI. 1.0 Upgrade: Corrects graphic corruption 
problems associated with Microsoft (V8.2+) and Logitech (V6.13) mouse 
drivers. 12/23/93 

** Conquered Kingdoms Update: Fixes some save game problems that 
have been reported. 12/22/93 

** CyberRace CD-ROM VI. 1 Upgrade: Lowers the base memory require- 
ments and fixes the save game problems with the CD version. 1/06/94 
Darksun Vl.lUpdate: Fixes problems with Wave Blaster and Sound 
Blaster + lAPC/SCCl . Eliminates the crash that may occur after the final 
batde, and random crashes when changing regions. 10/26/93 
Empire Deluxe V3.11a Upgrade: Updates Version 3.11 to Version 3.1 la. 
Corrects a number of minor bugs and extends the sound card support. 

12/02/93 

Even More Incredible Machine Windows Patch: Correas several prob- 
lems including these specific errors: “You cannot run more than one copy 
of this program” error message when in 256-coIor mode, and “RunTime 
Error Stack Overflow” error me.ssage when Windows MIDI Mapper is not 
configured correedy. 10/19/93 

Fantasy Empires VI. 1 Update: Fixes the Multiplying Siege Engine Bug, 
the Disappearing Hero Bug, and eliminates most random crashes. 

11/25/93 

•• Gabriel Knight Floppy Vi. OA Patch: Corrects various memory alloca- 
don and “fatal-” errors that some players have encountered. 12/16/93 
IndyCar Racing VI. 02 Update: Fixes random crashes/hangs and low 
memory problems. 11/25/93 

IGsparov’s Gambit Version 1.1: In addition to restoring the chess engine 
to the full strength of the original 32-bit Socrates II program, this patch 
also improves driver setups, low-memory detection, time controls, ratings 
and much more. 12/3/93 

Leisure Suit Larry 6 Update: Fixes the “Oops errors” that occur while 
playing. Also contains the bonus sound effects for 8-bit sound cards. 

11/24/93 

•* Lucky’s Casino Adventure Update: Enables the program to recognize 
most VESA drivers, and allows the users to set the IRQ and Base address 
for any sound card. 12/30/93 

** Master of Orion VI. 3 Upgrade: This patch features tougher oppo- 
nents, adjusted play balance, and legions of minor combat tweaks. 1 /06/94 
** Merchant Prince Update: Corrects some minor bugs in QQP’s latest. 
12/29/93 

** NFL Coaches Club Football V2.0 Update: Corrects some rare prob- 


lems, improves the Al, and adds some new features. 12/14/93 

Omar Sharif on Bridge Upgrade (IBM/Windows): The latest version of 

Interplay’s bridge game for Windows. 9/03/93 

** Police Quest 4 Patch: Corrects various memory allocation errors and 
lockups that some players are encountering. 12/16/93 
** Quest For Glory 4 Patch: Corrects various memory allocation errors 
and lockups that some player have been encountering. 12/16/93 
Railroad Tycoon Deluxe Version 2: Fixes a few problems and adds some 
features. 11/23/93 

** Rebel Assault VI. 4 Upgrade: Fixes joystick control and calibration 
problems, as well as some random lock-ups. 12/16/93 
Rules of Engagement 2 VI. 05 to 1.06 Update: Patch for those having 
problems running the game with a Viper graphics cards. 10/09/93 
Rules of Engagement 2 VI. 07 Update (Amiga): Update to the Amiga ver- 
sion of Impre-s'sion’s game. 12/02/93 

Solitaire’s Journey For Windows Patch: Corrects minor bugs in the 
Windows version ofSJ. 11/11/93 

Tornado 1.0 to 1.0c Upgrade: An update for the US version of the game. 

10/29/93 

War In Russia 1.1 Upgrade: Fixes three bugs and adds an enhancement. 

10/04/93 

Warlords Version 1.1.5 Update (Macintosh): Updates any version of 
Warlords Mac to VI. 1.5. 10/09/93 

Warlords II cl.02 to vl.02a Update; Fixes a bug with certain VGA cards 
(Diamond) and updates a few sound drivers, includingPAS 16. 10/26/93 
** World of Xecn CD-ROM Patch: Fixes the problems with switching 
CDs and with the boat ride into Rivcrcity. 1/03/94 

WW2: Batdes of the South Pacific: Corrects a problem with the ranking 
system. 9/21/93 

The PRODIGY Weekly Top Ten 

Computer Gaming World \s Prodigy's on-line games expert. Look for 
us in their Game Center, a forum where users read articles posted on- 
line by CGW and exchange messages on the bulletin boards (we can 
be reached there at EXPT40B). The Prodigy Game Poll is run by 
Prodigy based on a list of games provided by CGW and is updated 
weekly. Note that it is not a cumulative rating over time (like the 
CGWTop 100 Poll). Instead, the Prodigy Game Poll is a weekly 
"Snapshot" of game popularity with gamers rating their favorites on a 
1-10 scale. The highest total point earners make their Top 10. We 
provide this data to our readers as another barometer of "what's hot” 
in computer gaming. 



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March 1993 


Page 185 


The Rumor Bag 



O n that night, there was literally 
thunder in paradise. I know that’s 
the name of an upcoming Software 
Toolworks game, Hulk Hogan’s Thunder In 
Paradise, named after the television series, but 
die wind was at gale force and the rain was 
pouring as I reached the harbor. Indeed, the 
weather was so rough that the ship missed its 
mooring twice before we could finally dock 
safely. 

I reached die telephone at the end of the 
pier and called for a taxi. I waited and waited, 
expecting that the hack would be there in a 
moment or two. None came. The crowd of 
passengers began to dissipate as private cars 
picked up the other passengers, until only a 
beautiful blonde and I were left. 

The blonde su^ested that we huddle to- 
gether for warmth and I had no objection 
whatsoever to that. I adjusted my trench coat 
around both of us and breathed deeply, in- 
toxicated by the floral scent of her hair. Then, 
for a moment, I was excited as I felt her icy 
fingers exploring the buttons of my shirt. 
Unfortunately, it turned out that she was 
more interested in sliding some papers into 
my shirt than in removing my shirt from my 
body. Strains of “As Time Goes By” began to 
play in my head and I began to feel more like 
a character in Activision’s recently signed 
William Colby’s Covert Action than the dirty 
old journalist most knew me to be. 

It turned out that diose papers were pretty 
interesting, too. When I reached my hotel 
room, I pulled them out (sniffing the remain- 
der of my informant’s perfume) and looked 
at them. They were specifications for the two 


by Liam Thomas O'Riley 


game machines to be published by Sega and 
Sony. One paper said that the Sega Saturn 
was going to feature Hitachi’s SH7032 32-bit 
RISC chip running at 27Mhz, along with 
special chips to handle sprites, polygons, and 
texture-mapping. The Saturn is supposed to 
have 3 MB of RAM, as well as a 4 MB cache 
on the quadruple-speed CD-ROM drive. It 
will also display more than 16,000 colors, 
handle 24 million pixels per frame of anima- 
tion, and offer MPEG video as an option. 
The machine will release in Japan before the 
end of the year and is expected to retail for 
somewhere between $250-300. 

The second paper said that the Sony PS-X 
will feature an R3000A 32-bit RISC chip 
running at 33Mh7., along with custom chips 
to handle sprites, polygons, and texture-map- 
ping. The custom chips will reputedly handle 
1.5 million ordinary polygons per second and 
500,000 texture-mapped and light-sourced 
polygons per second. Like the Sega machine, 
the PS-X will display more than 1 6,000 col- 
ors, but it will offer 5 MB of RAM and 
built-in JPEG and MPEG digital compres- 
sion schemes. It should be relea.sed in Japan 
before the end of this year and will retail for 
less than $400. There was even a scribbled 
rumor that the CD for the PlayStation may 
be compatible with Philips’ CD-I .system. 

It turned out that my lovely informant 
wasn’t willing to give me all of that informa- 
tion for nothing, however. She had scribbled 
a note at the bottom of one sheet of paper to 
meet her at Davy Byrne’s Pub. There, where 
James Joyce had spent many a drunken night, 
this woman who looked every bit as beautiful 


as Bloom thought Molly to be, asked for the 
information she wanted. “Ooh, Liam, tell me 
about Battles in Time." 

Well, I knew it wasn’t a military secret, but 
Battles in Time is still in the pre-programming 
play test stage at QQP. It is a game of move, 
bluff and counterbluff that makes armchair 
generals perspire more than British under- 
cover agent.s at a Sinn Fein rally. QQP’s goal 
is to create a playable campaign game whctc 
everything, including small tactical battles, 
can be played within an hour. "Lhe fiction 
behind the game is that the action is initiated 
in a poverty-stricken future earth which has 
been conquered by aliens. The gamer has to 
go back into different eras via a time machine 
in order to learn the various tactics/stratcgics 
of battles. The first set of games will feature 
tactics from World War II, the prehistoric 
era, World War I, and the Roman Empire. 
QQP has been playtesting the concept in a 
paper game format for over a year and a half. 

She was thrilled with the concept, even to 
the point of hoping that the game would be 
successful enough for a second set of games 
covering medieval tactics from Europe and 
Japan, modern tactics, and those from the 
American Civil War. Then, her mood turned 
.serious. “I suppose you’ve heard about The 
Trial" I was concerned. Which friend in the 
Sinn Pein movement had been arrested? See- 
ing my worry, she grasped my hand and said, 
“It’s a game, silly, from Broderbund. The 
player can take on the role of judge, prosecu- 
tor or defender as they experience a multime- 
dia courtroom experience in the United 
States.” 

So much for the luck of the Irish, though. 
No sooner had she calmed my fears than a 
huge specimen of a man entered the pub, 
grabbed a mug of stout and began to ap- 
proach our table. He hardened his jaw like 
one of those oversized faces in a Terry Gilliam 
animation and began to mouth indecipher- 
able platitudes and axioms, d'hen, before I 
could ask for clarification, he poured the 
stout directly into my lap. 1 felt like the victim 
in a John Cleese sketch and watched in dis- 
appointment as he escorted my lovely source 
to the door. “All right,” I said, mingling my 
natural brogue with my best Cleese impres- 
sion, “I guess wc won’t be talking about 7th 
Level’s game based on Monty Python r Flying 
Circus. And I won’t tell you Terry Gilliam is 
working on it, either!” 

At least, the folks in the pub were amused 
by my impression. Lhcn, again, maybe it was 
the condition of my pants, chw 


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Computer Gamhifi World 



It is vacation time . . . you can sit at 
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Copyright 1993 Q.Q.P. All rights 
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Circle Reader Service #104 




PACIIK 


In Pocific Strike, you cruise into all mojor battles of the Pacific 
theotre - Pearl Harbor, The Coral Seo, Mitlwoy, Guodalcanal, the 
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Now you con change the outcome of each battle and the entire 
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o Fly the Wildcat, Corsair, Hellcat, Devastator, 
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o Prove those skills in o stunning variety of missions - grueling 
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©Copyright 1 993, ORIGIN Sytlems, Inc. Pacific Strike is a Irodemark of ORIGIN Systems, Inc Origin and We creole worlds ace registered trademarks of ORIGIN Systems, Inc. Electronic Arts is a registered trademark of Electronic Arts. 

Available at a software retailer near you or call 1-800-245-4525 for MC/Visa/Dis(over orders. • Actual screens moy vary. • A Stand-Alone Game • Mode in the USA 


Circle Reader Service #99